International Conference on LEARNING TECHNOLOGIES

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PROGRAM BOOK


International Conference on LEARNING TECHNOLOGIES


Content Content

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Welcoming remarks from the Chairperson

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Speech from Vice Rector for Cooperation and Development

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About SOEGIJAPRANATA Catholic University

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Conference Programs

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Abstracts

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List of Presenters and Participants

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List of Committee Members

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International Conference on LEARNING TECHNOLOGIES


Welcoming remarks from the Chairperson Distinguished invited speakers Conference presenters and participants Ladies and Gentlemen Good morning On behalf of Soegijapranata Catholic University and the organizing commitee, I would like to welcome you all to our International Conference on Learning Technologies. It is a great pleasure for me to be here with you all today.

Ladies and gentlemen This conference is made possible by the two-year research grant that Prof. Dr. Ridwan Sanjaya and I received, International Collaboration and Publication.

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We all have witnessed the extensive influence of technologies and Internet in transforming the educational landscape. Technology affects how younger generations interact, communicate, learn, and behave. They ‘have the world available at their fingertips’ and sometimes depend too much on technology and spend a lot of time online. Likewise, teachers face challenges how to balance the disruption of technology and the potential of technology to increase students’ engagement and participation in the classroom and students’ role in knowledge construction. Despite the unresolved debate about the advantages and the drawbacks of technology in education, we cannot ignore the facts that technology has indeed changed the ways learning and teaching are conducted. The theme of the conference is “Leveraging Digital Technologies for Innovation and Knowledge Sharing in Education”. We chose the topic because as teachers and users of technology, we recognize the value of technology in empowering and equipping our students for the 21st century skill. Thus, the goals of the conference are 1) to encourage and foster discussions among teachers, practitioners, policy makers, and those who are interested in the application of learning technologies for education to share their best practices, teaching experiences, and policies to increase student engagement and achievement through the use of digital technologies, 2) provide a forum for educators and practitioners who are interested in exploring the potential of technologies to transform the educational landscape.


Therefore, the additional goal of this conference is to provide opportunities for scholars who are interested in learning technologies to meet, explore possibilities of conducting collaborative research projects, and expand current projects with other scholars from different parts of Indonesia and outside Indonesia. To achieve these goals, we invited plenary speakers who will share their insights on technology from the U.S.A, Phillipines, Thailand, and Malaysia. We received abstracts submissions from different countries such as Malaysia, Japan, Phillipines, South Africa, U.S.A, and Venezuela. Some are with us here today and some could not come because of one or other important reasons such as travel warning, budget limitations, and schedule conflicts. Prof. Dr. Ridwan Sanjaya and I initially planned a much smaller event. However, we finally decided to hold this conference because we would like to reach wider audience and plan to collaborate with other universities as well as provide opportunities for participants and presenters to explore collaborative projects.

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Ladies and gentlemen, It is pleasure for me to inform you that three editors of outstanding journals are here with us today. Dr. Kristine Blair, who is the editor of Computers and Composition journal and Dr. Ekawati M. Dukut, the chief editor of Celt Journal, the nationally accredited journal owned by the Faculty of Language and Arts, and Dr. Harnadi, the editor of SISFORMA Journal. Please take the opportunities to ask about the journals and submission guidelines. In addition, selected papers will be published a book volume on “Trends and Issues in Learning Technologies� and eproceeding after the conference. Ladies and gentlemen, This conference will not come into a reality without the support of the organizing team, the students, faculty members, and administrative staff, dancers, and anyone who has poured their heart and soul to help Prof. Dr. Ridwan Sanjaya and me organize this conference. My sincere gratitude goes to them. I also extend my sincere appreciation to the invited plenary speakers, moderators, presenters, and participants who have come a long way to attend this conference. I sincerely hope that the discussions will bring a rewarding and fruitful experience. Thank you Dra. Cecilia Titiek Murniati, M.A., Ph.D Chair


Speech from Vice Rector for Cooperation and Development Honorable Speakers, Distinguished Guests, Enthusiastic Participants, Ladies and Gentlemen, Please allow me, on behalf of Soegijapranata Catholic University, to warmly and officially welcome you in this International Conference. Professor Schwab, the founder and executive chairman of World Economic Forum, named this era as “the Fourth Industrial Revolution”. He characterized it by pointing out the development of new technologies that are fusing the physical, digital and biological worlds and challenging ideas by what it means to be human. In its early development, virtually someone may, for instance, choose which gender he/she wants to be known in his/her virtual world. At first, it might be done for fun, yet, when he/she is more involved in his/her role and being supported by his/her virtual community, it might then affect his/her real world.

Furthermore, we also noticed the phenomenon of “disruptive innovation” that put a big impact on conventional retailer business. Uber and Grab as well as GoJek in Indonesia, have changed the behavior of people in using “public transport”, if I may call them as public. The boundary between public and private is also changed. It is then understandable that their existence has been questioning by the existing rules and regulations. However, another phenomenon also happens. After its success for being the biggest online shop, Alibaba starts to open its physical store. No shopkeeper is needed because everything is done through mobile apps, yet people have to come to collect their things. The easiness of buying thing without leaving home is being disrupted by the man who promotes that service. A truly disrupting innovation. As a part of society, education is not immune from this state of the art technology development. The first and most sources that students nowadays consult for information is goggle, Wikipedia, personal blogs and other social media. Some of course provide a useful information yet some may mislead the students to unverified information.

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In Indonesia, in the event of Governor’s Jakarta Election, we experienced how the use of social media affected the behavior of the voters. The so-called tolerance society is changed into intolerance voters. Unfortunately, it affected not only low educated people but also professors. Despite their political choice, what I am trying to emphasize is on how the “bad use” of technology prevails over the level of education.


The other aspect to be considered is the habit of copy paste. Once they find a useful source, they do not bother to quote but copy and paste it. Lucky enough if they mention the source, sometimes they just ignore it. Yet I still believe in the old saying that mentions “freedom of information may bring bad and good, without it, certainly bad. Back to the current industrial revolution, the challenge is how the technology empowers education, rather than replace them, progress to serve education rather than disrupts it, it will need a boundary that will not be easy to be drawn, yet to respect rather than cross them. Will this conference come up with the new idea? Or will it create a new level disruption in itself? Whatever the result is, please enjoy the process. Going home with an intriguing mind to do something after the conference is much more rewarding than being satisfied with the result and do nothing. Have a good conference. Thank you. Warm regards, Benny D Setianto

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About

SOEGIJAPRANATA Catholic University

Soegijapranata Catholic University was founded on August 5, 1982 as the continuation of Atma Jaya Catholic University Semarang and Semarang Catholic Institute of Technology. Soegijapranata Catholic University is an institute of higher education subservient to the name of Mgr Alb Soegijapranata, SJ, who was the patron of the university and the just native archbishop that he is rewarded as Indonesia’s national figure and hero.

Mgr. Alb. Soegijapranata was also concerned with the poor that is proven through his thinking and movements. He encouraged the foundation of socioeconomic organizations that dedicated their activities into the empowerment of war victims and poor people. Today, Soegijapranata Catholic University continues the spirit, the struggles, and the ideals of Mgr. Alb. Soegijapranata, SJ. In its early days, Soegijapranata Catholic University was located at Jl. Pandanaran 100 Semarang and consisted of three faculties: the Faculty of Technology, Law, and Economics. In the mid 1990s, the university built a new campus in Bendan Duwur because of the increase of the student body. Since the mid 1990s, educational activities have been entirely centered in this campus. In 1992, the university also built a campus located on Jl. Menteri Supeno Semarang. This downtown campus building is used for the Centre for Language Training to provide English language classes for university students and the public. Soegijapranata Catholic University’s library holds extensive collections of books, journals, and digital collections that serve the needs of students, lecturers, and anyone who wishes to conduct research and develop their knowledge, skills, and technology. Currently Soegijapranata Catholic University offers 1 diploma program in Taxation, 18 Undergraduate programs, and 8 Master’s

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Born in Surakarta on November 25, 1896, he entered the Society of Jesus Mariendaal, Grave, the Netherlands, on September 27, 1920. Ordained as a priest on August 15, 1931, he was later appointed as the archbishop of Semarang Archdiocese on September 20, 1940. His concern for education is the legacy of his lecturer, Father Frans Van Lith, SJ. One of his efforts to improve education was to help increase the quality of two oldest Catholic universities, Parahyangan University, Bandung, and Sanata Dharma University, Yogyakarta, that were of equal status with the state universities.


programs. The 18 Undergraduate programs include Architecture, Visual Communication Design, Civil Engineering, Electrical Engineering, Robotics Mechatronics, Law, Communication, Management, Accountancy, Psychology, Food Technology, Culinary Nutrition and Technology, English Language and Arts, Englishpreneurship, Informatics Engineering, Mobile Computing, Information System, and Game Technology.

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The Master’s programs include Master of Management, Master of Accountancy, Master of Science in Environment and Urban Studies, Master of Law majoring in Health, Master of Psychology majoring in Psychology of Social Development and Education, Professional Practice in Psychology, Master of Science in Architectural Engineering majoring in Architecture and Settlements, and Master of Science in Food Technology. Soegijapranata Catholic University has actively been in cooperation with many universities abroad such as with Trinity Western University in Canada in mentoring graduate students in Professional Practice in Psychology program to become counselors for disaster victims as well as with Radboud University Nijmegen in conducting research related to climate changes, development, and migration. Soegijapranata Catholic University is also active in international collaboration on environmental research, especially on coastal metal pollution and nutrient export with three universities in the Netherlands: Vrije University, Wageningen University, and Open University. In Taiwan, Soegijapranata Catholic University is in cooperation with Providence University, Fu-Jen Catholic University, Wenzao Ursuline University, Chang Jung University and Soochow University. In the Philippines, the university is in coopertion with San Carlos Cebu, Ateneo De Davao, San Beda College, San Beda College Alabang, De La Salle University Dasmarinas, Miriam College and Universita Della Callabris. In Thailand, cooperation is made with Mahidol University and Assumption University. In Korea, Handong Global University, Soongsil University, Ewha Woman University, Sogang University, and the Catholic University of Korea are in cooperation with Soegijapranata Catholic University. In Japan, there is a cooperation with Kwansei Gaikun. Meanwhile, outside of Asia there is also a cooperation with the United States of America in Younstown State University and Bowling Green State University. These cooperations includes student exchanges, student internships and also credit transfers for some universities. For the lecturers, there has been opportunities also for staff exchanges, research, international conferences and joint publications Soegijapranata Catholic University’s cooperations are supported through its participation in numerous higher education asscociations in Indonesia and abroad such as APTIK (Asosiasi Perguruan Tinggi Katolik Indonesia or Association


of Indonesian Catholic Higher Education), ASEACU (Association of South East Asia Catholic University), ACUCA (Association of Christian Universities and Colleges of Asia), IFCU (International Federation of Catholic Universities), NUNI (Nationwide University Network in Indonesia), I-IEN (Indonesia Integrity Education Network) and UBCHEA (United Board of Christian Higher Education in Asia). These networks provide lecturers and students the opportunities to interact in international communities and develop their worldviews and personalities. Many students, lecturers, and teaching staffs of the university have been successful on regional, national, and international levels. This is due to the excellent academic atmosphere in Soegijapranata Catholic University which encourages them to develop their hard skills and soft skills simultaneously.

The Soegijapranata Catholic University campus is situated in a higher area of Semarang with a cooler climate and a greener area than the lower area creating a comfortable campus for study activities and discussions outside the classroom. The campus is located on the west of Jatingaleh, at a distance of only Âą10 km from the center of the city, which can be reached by various types of public transportations. The facilities available for students in the area surrounding the campus enhance the study environment and support academic activities.

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Students, lecturers, and the teaching staff of Soegijapranata Catholic University come from various places in Indonesia including Central Java, Yogyakarta Special Region, Jakarta, West Java, Bali, East Nusa Tenggara, Nangroe Aceh Darusalam, North Sumatra, South Sumatra, Bangka Belitung, West Kalimantan, South Sulawesi, Papua among other places and many other places in Indonesia. This indicates that Soegijapranata Catholic University is widely known throughout Indonesia. Having various ethnic and linguistic backgrounds, the entire academic community of the university has ample opportunities in developing the values of unity and tolerance by instilling compassion, tolerance, justice, and honesty.


International Conference on LEARNING TECHNOLOGIES


Conference Programs


International Conference on LEARNING TECHNOLOGIES

Dr. Dave E. Marcial Facilitating and Hindering Factors in Achieving Innovative Teaching and Learning: Evidences from The Philippines Silliman University Phillipines

Dr. Kristine L. Blair Interrogating the Relationship Between Gender and Technology: A Technofeminist Rhetorical Approach Youngstown State University U.S.A.

09.30 – 11.00 PLENARY SESSION 1

09.00 – 09.30 Opening ceremony Opening MC Welcoming Remarks: Chairperson Prayer Speech : Vice Rector for Cooperation and Development Traditional dance: Kembang Taru

07.30 – 09.00 Registration and Coffee Break

Thursday, 14 September 2017

Leveraging Digital Technology for Innovation and Knowledge Sharing in Education Grand Candi Hotel, Semarang, Indonesia

http://www.unika.ac.id/conference/iclt2017/ Email: iclt2017@unika.ac.id

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Dr. Ku Azam Tuan Lonik (School of Distance Education, University Sains Malaysia, Penang, Malaysia) - Engaging Students in Open Distance Learning Environments

Albertus Yoga Widiantoro, S.Kom., M.Kom (Soegijapranata Catholic University, Semarang, Indonesia) Infrastructure Readiness and Human Resources in the Implementation of E-learning

Emilia Ninik Aydawati, SP, M.Hum (Soegijapranata Catholic University, Semarang, Indonesia) - The Application of Asynchronous Online Peer Review in Academic Writing Class

Drs. A. Aloysius Soerjowardhana, M.Pd, Raden Arief Nugroho, SS., M.Hum (Dian Nuswantoro University, Semarang, Indonesia) - Developing English Job Interview Skill by Self-Access Language Learning Through Audio Podcast-Based Learning Media

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Mr. Eko Hadi Gunawan, Ridi Ferdiana, Mrs. Sri Suning Kusumawardani (Gadjah Mada University, Yogyakarta, Indonesia) - Design and Proposal of Interactive Distance Learning Media in Rural Area

Budi Purnomo, Ph.D ( Sahid Tourism Institute of Surakarta, Surakarta, Indonesia) - Model of Teaching English For Tourism Using Video

International Conference on LEARNING TECHNOLOGIES

Room B : Nakula

Room A : Amarta

11.00 – 12.00 PARALLEL SESSION 1

Adi Suryani, Ph.D, Soedarso, Zainul Muhibbin (Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia), Ekna Satriyati (Trunojoyo University, Madura, Indonesia) The Orchestration of Learning Using Technology: The Rotating Roles of Teachers in Facilitating Students’ Video Creation in Social-Humanity Sciences Dra. Dina Mustafa, M.Sc (Universitas Terbuka, Indonesia) - Utilization of Big Data through Learning Analytic of Online Courses To Improve Students Support Services: A Preliminary Study

Muhammad Arief Budiman (PGRI University, Semarang, Indonesia) - The Role of Technology (Social Media) in Exploration Study Lesson at Elementary School Teacher Education Program

Room C : Sadewa


International Conference on LEARNING TECHNOLOGIES

Room B : Nakula Luis Carmelo Buenaventura, Ph.D (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) - Sociocultural perspectives of a Virtual Learning Environment through Schoolbook: The De La Salle University Dasmarinas, Cavite, Philippines Prof. Dr. Mikio Fuse (University of the Sacred Heart, Tokyo, Japan) - Starting an Online Class Exchange: Gains, Fails, and Future - English Department

Room A : Amarta

Eka Angga Laksana, S.Kom., M.Cs, Ase Suryana, Ai Rosita, Heri Heryono (Widyatama University, Bandung, Indonesia) - Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier Joseph Ma. Steven Cabalo, Prof. Rolando Panopio (University of the Philippines, Los Baños, Philippines) - Evaluation of ‘Prodigy’, an Online Educational Game-Based Platform

14.30 – 16.00 PARALLEL SESSION 2

Dimas Rangga Wicaksono (Atma Jaya Catholic University, Jakarta, Indonesia) - EFL & Video Game: What PlayStation™ Games Provide for Language Teaching and Learning

Prof. Roland Lorenzo M. Ruben (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) Increasing Student Online Sessions Engagement via Gamification

Room C : Sadewa

Prof. Dr. Fatimah B. Puteh Using Digital Technologies in a Blended Learning Setting to Engage and Motivate Students Universiti Teknologi Malaysia Malaysia

Prof. Dr. Chanintorn Jittawiriyanukoon Performance Evaluation of Parallel Big Data Curation in E-Learning Assumption University Thailand

13.00 – 14.30 PLENARY SESSION 2

12.00 – 13.00 Lunch

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Kenny Irene Elisabeth Sely (Soegijapranata Catholic University, Semarang, Indonesia) - An Analysis of E-learning Acceptance Among College Students

T Brenda Chandrawati ST., MT. , Erdhi Widyarto, ST., MT. - (Soegijapranata Catholic University, Semarang, Indonesia) - A VR-based Educational Game for Studying Mathematics

Andi Rizki Fauzi, S.Pd.,M.Hum (Stipary Tourism Academy, Yogyakarta, Indonesia) - The Role of Computer-Based Corpus Approach in Teaching English Vocabulary for Tourism

Azenith Mojica, Lielle Jasmin Bawar, Edgar Michael Colmo, Allen Vince Del Rosario (De La Salle University - Dasmariñas, Dasmariñas City, Philippines)- Moonlight: A 3D ZombieShooting PC Game Using A* Algorithm

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17.30 - 20.30 Complimentary dinner: pool side

16.30 - 17.30 Networking

16.00 - 16.30 Coffee Break

Andree E. Widjaja, Ph.D. (Pelita Harapan University, Tangerang, Indonesia), Prof. Jengchung Victor Chen, Ph.D. (National Cheng Kung University, Tainan, Taiwan) - Online Learners’ Motivation in Online Learning: The Effect of Online Participation, Social Presence, and Collaboration

Rubie Maranan Causaren, Ph.D (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) Using Canonical Correspondence Analysis (CCA) as a Tool to Model Habitat Associations of the Anuran Fauna from Forest Fragments in Cavite, Luzon Island, Philippines


Cecilia Titiek Murniati, MA., Ph.D Game-making for Learning: Pitfalls, Advantages, and Opportunities Soegijapranata Catholic University Semarang Prof. Dr. Ridwan Sanjaya, SE., S.Kom., MS-IEC The Role of Game Technology in Education and Entrepreneurship Soegijapranata Catholic University Semarang

09.00 – 10.30 PLENARY SESSION 3

07.30 - 09.00 Re-registration and Coffee Break

Friday, 15 September 2017

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Dr. Ekawati M. Dukut, M.Hum., Yedija Prima Putra, Christine Ayu Wulandari (Soegijapranata Catholic University, Semarang, Indonesia) - Using Local Culture for Picturebooks

Sonya V. Ch. Benu, M.Pd (STKIP Soe, Soe, East Nusa Tenggara, Indonesia) Use of Letter Blocks Word Builder Game and Compound Words Game to Enrich Students’ Vocabularies: A Study of Writing 1 Students of STKIP SoE

Sandy Arief, M.Sc (Semarang State University, Semarang, Indonesia) - Lawang Sewu Akuntansi’: Accounting-based Digital Learning in Enhancing Teacher and Student Engagement

Juanito C. Doctor Jr., MIT, Marivic Mitschek, Khadie Maecel Paliza, Garlene Mariel Sabile, Jamille Tiong (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) iPon: A Personal Finance Mobile Application Software that Encourages Smart Money Management and Financial Skills

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FX. Risang Baskara, S.S.,M.Hum (Sanata Dharma University, Yogyakarta, Indonesia) - Students’ Perspectives on the Use of Schoology and Mobile Learning in English Classrooms

Airill Mercurio, Ph.D, Blesshe VL. Querijero (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) - Canonical Correspondence Analysis : A tool to model association of Phytoplankton in Taal Lake Batangas Philippines

International Conference on LEARNING TECHNOLOGIES

Room B : Nakula

Room A : Amarta

10.30 - 11.30 PARALLEL SESSION 3

Azenith Mojica, Roder Manahan, Anne - Bel Amado, Ma. Juli Anne Muchada (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) Development of a Location-Based Augmented Reality Application Using the Android Platform for DLSU-D Maryli Feliciano Rosas, (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) , Dr. Shaneth C. Ambat (AMA University Project 8, Quezon City, Philipines) - Mining Students’ Insights on the University Services using Classification Decision Tree Technique

Lianly Rompis, ST, MITS (De La Salle Catholic University, Manado, Indonesia) - A Learning System Based on Digital Technology Utilization for Information and Innovation

Room C : Sadewa


Naftalita Calista Putri (Soegijapranata Catholic University, Semarang, Indonesia) The Implementation of RFID-based Class Attendance

Rolando Barrameda, Dr. Sherry Naz, Jeric Joseph Rodulfo, Joyce Anne Lanorio, Jacqueline Mortel (De La Salle University - Dasmariñas, Dasmariñas City, Philippines) - Online Chabacano Translator Nur Utami, SK, M.Hum (Pakuan University, Bogor, Indonesia) - Critical Thinking Skill in Reading Online Resources: A Study in an EFL Context

Anton Subarno, M.Pd (Sebelas Maret University, Surakarta, Indonesia), Wen-Fu Pan, Mei-Ying Chien, Ching-Dar Lin (National Dong Hwa University, Taiwan) - Motion Recognition and Students’ Achievement

Lianly Rompis, ST, MITS, Julie Cynthia Rante (De La Salle Catholic University, Manado, Indonesia) - Basic Design of a Charging Circuit for Mobile Phone

Rico Antigua, Prof. Lynie B. Dimasuay (University of the Philippines Los Baños, Laguna, Philippines) - Teaching Geometry of Circles Using Comics

Edwin Leonardo (Soegijapranata Catholic University, Semarang, Indonesia) - Authentication of Student Information System Using RFID

Room C : Sadewa

Asri Aprianti, Isna Nur Adhini (State University of Semarang, Indonesia) - Using Audio and Video Recording to Assess Grammatical Errors in an English Language Classroom

Room B : Nakula

International Conference on LEARNING TECHNOLOGIES

Dr. Ratna Jatnika, Mustofa Haffas, M.Kom, Dr. Hendriati Agustiani (Padjadjaran University, Bandung, Indonesia) - Universitas Padjajaran Statistical Analysis Series (Database Management and Descriptive Statistics)

Room A : Amarta

13.00 - 14.30 PARALLEL SESSION 4

11.30 – 13.00 Lunch and Friday prayer

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15.30 - 16.00 Closing Ceremony

Dr. Onno W. Purbo Changing Teaching to Maximize E-Learning Internet Expert Indonesia

14.30 - 15.30 PLENARY SESSION 4

Bambang Triatma (State University of Andreas Setiawan (Soegijapranata Semarang, Semarang, Indonesia) - The Online Catholic University, Semarang, Sensorial Evalution for Food Indonesia) - Group-based Game Making for Descriptive Writing


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Abstracts


Abstracts 1

International Conference on LEARNING TECHNOLOGIES

Adi Suryani, Ph.D Institut Teknologi Sepuluh Nopember Soedarso Institut Teknologi Sepuluh Nopember Zainul Muhibbin Institut Teknologi Sepuluh Nopember Ekna Satriyati Universitas Trunojoyo The Orchestration of Learning Using Technology: The Rotating Roles of Teachers in Facilitating Students’ Video Creation in Social-Humanity Sciences

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The proliferation of technology brings fundamental and revolutionary changes in educational sector. It is not only relating how technology as academic tools can support teaching and learning process, but also reframing the core elements of education, teachers’ roles. As the active agents, teachers become the key figure in bringing about changes in their classrooms. This indicates that teachers play significant roles in bringing and incorporating technology into their teaching-learning practices. One of many methods in learning facilitated by technology is developing students’ multi-skills and knowledge through video creation. The rapid changes of technology push teachers to design and orchestrate pedagogy as responses to students’ needs, diversity, increasing capacity and interest. This video making should be followed by teachers’ capacity and roles to manage a set of learning activities. It is focused on how teachers’ various and changing roles in making the teaching-learning processes happen and challenges encountered during the process. The study shows that in facilitating students’ learning by creating video, teachers should orchestrate and manage a complex set of learning activities. They are rotating their roles from planning, structuring the activities, establish expectations and goals,


International Conference on LEARNING TECHNOLOGIES

Abstracts

implementing and monitoring the progress, assessing process and the end-product of the video, being aware of and reflect the challenges and weaknesses of the activities and evaluating the learning process for potential future improvements. The teachers expect that through students’ video making, the students can develop their cognitive, affective-behavioural-character and psychomotoric capacities. There are several challenges teachers encountered in facilitating students’ learning: technological difficulties, students’ diverse technological skill, students’ technological gap, teachers’ difficulties/confusion to assess students’ creativity.

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Abstracts 2

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Drs. A. Aloysius Soerjowardhana, M.Pd. Dian Nuswantoro University, Semarang, Indonesia Raden Arief Nugroho, SS., M.Hum Dian Nuswantoro University, Semarang, Indonesia

Developing English Job Interview Skill By Self Access Language Learning Through Audio Podcast-Based Learning Media

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In the era of ASEAN Economic Community (AEC) Indonesian job seekers must have English competency. Without mastering English language, they will be overpowered by foreign ready-to-use job seekers. It can be detected in the job interview that their English competency is low. It is caused by serious condition that they have no effective time to learn English in formal or non formal English schools. Hence, an effort to improve their English speaking skill is needed. One of some ways to improve English speaking skill is by self access language learning through audio podcast based learning media. By using audio podcast based learning media, the job seekers can practice their English speaking ability by themselves anytime and anywhere. This research conducted an action research to investigate the improvement of English job interview skill of an interviewee with intermediate level of English, which was focused on the improvement of the interviewee abilities to answer the interviewer’s questions. To assess the quality of the English job interview the researchers used an interview quality parameter designed by Overseas Programming and Training Support (OPATS) Peace Corps (2005). It is based on the assessment of function and content. The result shows that after two treatments the job seeker (interviewee) improves her English job interview skill.


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Abstracts

Airill L. Mercurio, Ph.D De La Salle University-DasmariĂąas Blesshe VL. Querijero De La Salle University-DasmariĂąas

Canonical Correspondence Analysis (CCA): A tool to model Phytoplankton Association in Taal lake Batangas, Philippines

Taal Lake is located in the province of Batangas and provides economic source of the surrounding municipalities through fish cage farming. The study assessed the water quality based on physico-chemical characteristics and phytoplankton community in Taal lake areas with intense aquaculture activities over a ten-month period in 2013-2014. The physical parameters include transparency and water temperature while the chemical parameters include pH, nitrates, phosphates, salinity, total dissolved solids (TDS) and dissolve oxygen (DO). Canonical correspondence analysis (CCA) was used to show the association between physico-chemical characteristics with the phytoplankton community present in Taal Lake. A total of 39 genera of phytoplankton belonging to four major divisions namely, Chlorophyta, Chrysophyta, Cyanophyta and Pyrrophyta were observed in the aquaculture sites in Taal Lake. CCA of 39 genera of phytoplankton and 8 physico-chemical parameters produced 2 axes. The 1st canonical axis accounted for 38.31% variation associated with nutrient concentration and are sensitive to organic pollution based on nitrates, phosphates and turbidity. The 2nd canonical axis accounted for 20.18% variation that are associated with photosynthetic activity of the phytoplankton. The position of the phytoplankton along the two canonical axes indicates its associations to physico-chemical parameters particularly in terms nutrient loading and photosynthetic activity.

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Abstracts 4

International Conference on LEARNING TECHNOLOGIES

Albertus Yoga W, S.Kom., M.Kom. Soegijapranata Catholic University Infrastructure readiness and human resources in the implementation of e-learning

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E-learning is delivered digitally, internet-based network, which is expected to be done online, realtime, and also remotely. The Government of Indonesia has opened the opportunity for universities to implement E-learning with certain criteria aimed at improving the quality and relevance of higher education and industry innovation. Terms of Distance Education Program organizer is an accredited study program A. with accreditation A study program can organize distance education courses in Indonesia and internationally. This paper will present whether the accredited A University is ready and capable in infrastructure to implement E-learning.


International Conference on LEARNING TECHNOLOGIES

Abstracts

The improvement can be seen from: 1) the changes according to functional ability, it is shown by the way the interviewee answers which changed from descriptive into narative way; and 2) the changes according to the content, it is shown by the content of the interviewee’s answers which changed from daily routine into professional rational. Therefore, the researchers recommend the Indonesian job seekers to use audio podcast based learning media by self access language learning to develop their English job interview skill.

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Abstracts 5

International Conference on LEARNING TECHNOLOGIES

Andi Rizki Fauzi, S.Pd., M.Hum Stipary Tourism Academy Yogyakarta The Role of Computer-Based Corpus Approach in Teaching English Vocabulary for Tourism

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The use of computer as one of the technological advancement products gives many benefits in the process of teaching and learning and there is no doubt of its contribution in learning English language. However, the use of Computer-Based Corpus Approach is not yet widely used in teaching English even in higher education level. For the students who are studying and focusing on tourism sector, English is highly important to master. Unfortunately, to get better in such specific purpose, the students must be able to use the common lexis of English in that field. The traditional way of learning is that vocabulary is learnt in isolation, but mostly a certain English word has more than one meaning. Therefore, the context in which the lexis used gives a substantial contribution to the right way of learning. Corpus Linguistics make learning vocabulary is likely to be more effective because the real life language used in various contexts is collected and analyzed using computer programs. This article is aimed to give an indepth overview of how the role of computer- based corpus approach if it is used in learning English vocabulary for tourism. To achieve this goal, the library research is carried out.


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Abstracts

Andreas Setiawan Soegijapranata Catholic University, Semarang

Group-based Game Making for Descriptive Writing

In this modern era, one of the most interesting inventions in the field of entertainment is games. Not only games could relieve our stress from daily routines, boredom, etc., games could also be used as a medium for learning. The purpose of this study is to discover the Faculty of Language and Arts students’ perceptions on the group-based game making to learn descriptive writing and the students’ perception of game-making’s benefit for learning descriptive writing. The data were taken from 24 freshmen in batch 2016 of the Faculty of Language and Arts, Soegijapranata Catholic University. For data collection, the writer used a close-ended, Likert Scale method questionnaire with four arranged options. The analysis method used in this study is quantitative method which uses a simple descriptive statistics analysis. The results of the study showed that the students’ perceptions on the group-based game making to learn descriptive writing and the students’ perception of game-making’s benefit for learning descriptive writing is positive. Students found that games were useful and helpful to be applied for descriptive writing practice as it gave them various supportive multimedia aids such as visual illustration, audio support, content editor, etc. and group-based game making activity also enhances their communication, peer solidarity, and language skills.

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Abstracts 7

International Conference on LEARNING TECHNOLOGIES

Andree Emmanuel Widjaja, Ph.D Department of Information Systems, School of Information Science and Technology, Pelita Harapan University, Tangerang, Indonesia Prof. Jengchung Victor Chen, Ph.D Institute of International Management, College of Management, National Cheng Kung University, Tainan, Taiwan Online Learners’ Motivation in Online Learning: The Effect of Online Participation, Social Presence, and Collaboration

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Online learner’s motivation has been considered as one of the most important factors that drives online learning. Drawing from the Self Determination Theory (SDT), this present study incorporated the concept of Intrinsic motivation (Flow Theory) and Extrinsic Motivation (Attention, Relevance, Confidence, and Satisfaction Model, or popularly known as ARCS) to empirically investigate the effect of online learner’s motivation towards online learning effectiveness, measured by online learner’s grade and their perceived skill development. Meanwhile, derived from the Social Constructivists Theory, the factors such as online participation, social presence, and collaboration were also considered as the factors which could enhance online learners’ motivation. Seventy five (75) International Management Business Administration (M.B.A.) students who enrolled in several online learning courses were participating in this study. The findings of this study strongly indicated that higher online learner’s Flow and ARCS could significantly increase online learner’s perceived skill development, but not their grade. It was also found that only online participation that could significantly enhance online learners’ Flow. Other factors did not show the significant results. Online learner’s extrinsic motivation did not show significant increase in any factors. This study provides some valuable insights on how to improve online learning course design which focuses on online learner’s motivation, particularly by considering the factor of online participation as the strongest factor that drives online learner’s intrinsic motivation. The discussion and limitations of this study are discussed.


International Conference on LEARNING TECHNOLOGIES

8

Abstracts

Anton Subarno, M.Pd Sebelas Maret University Motion Recognition and Students’ Achievement Human motion has multifarious meanings that can be recognized using a facial detection machine. Many technologies that can be used to detect motion while others are controlled by using motions. This article aims to explore body motion recognition to explain the relationship between students’ motions and their achievement, as well as teachers’ responses to students’ motions, and especially to negative ones. Students’ motions can be identified according to three categories; facial expression, hand gestures, and body position and movement. Facial expression covers four categories, namely, contempt, fear, happiness, and sadness. Contempt is used to express conflicted feelings, fear to express unpleasantness, happiness to express satisfaction, and sadness to express that the environment is uncomfortable. Hand gestures can likewise be grouped into four categories: conversational gestures, controlling gestures, manipulative gestures, and communicative gestures. Conversational gestures refer to communicative gestures. Controlling gestures refer to vision-based interface communications, like the ones popular in current technology. Manipulative gestures refer to ones used in human interaction with virtual objects. Communicative gestures relate to human interaction, and therefore involve the field of psychology. Body position and movement also can be classified into four categories, namely: leaning forward, leaning backward, correct posture, and physical relocation. Leaning forward happens when a user is working with a high level of concentration. Leaning backward occurs when a user has been highly concentrated on work for several hours, and needs a break or change. Correct posture is the sign of an enjoyable working position which involves sitting in a free and relaxed manner. Movement refers to a change to the student’s sitting location, reflecting some inadequacy of the learning environment.

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Abstracts

International Conference on LEARNING TECHNOLOGIES

Teachers can anticipate changes of students’ emotions by good learning design, teaching metacognitive skills, self-regulated performance, exploratory talks, mastery approach/avoidance, using hybrid learning environments, and controlling space within classrooms. Teachers’ responses to students’ motions will be explored in this article.

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International Conference on LEARNING TECHNOLOGIES

9

Abstracts

Anton Subarno, M.Pd Sebelas Maret University, Indonesia Wen-Fu Pan National Dong Hwa University, Taiwan Mei-Ying Chien National Dong Hwa University, Taiwan Ching-Dar Lin Tzu-Chi University, Taiwan Motion Recognition and Students’ Achievement Human motion has multifarious meanings that can be recognized using a facial detection machine. This article aims to explore body motion recognition to explain the relationship between students’ motions and their achievement, as well as teachers’ responses to students’ motions, and especially to negative ones. Students’ motions can be identified according to three categories; facial expression, hand gestures, and body position and movement. Facial expression covers four categories, namely, contempt, fear, happiness, and sadness. Contempt is used to express conflicted feelings, fear to express unpleasantness, happiness to express satisfaction, and sadness to express that the environment is uncomfortable. Hand gestures can likewise be grouped into four categories: conversational gestures, controlling gestures, manipulative gestures, and communicative gestures. Conversational gestures refer to communicative gestures. Controlling gestures refer to vision-based interface communications, like the ones popular in current technology. Manipulative gestures refer to ones used in human interaction with virtual objects. Communicative gestures relate to human interaction, and therefore involve the field of psychology. Body position and movement also can be classified into four categories, namely: leaning forward, leaning backward, correct posture, and physical relocation. Leaning forward happens when a user is working with a high level of concentration. Leaning backward occurs when a user has been highly concentrated on work for several hours, and needs a break or change.

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Abstracts

International Conference on LEARNING TECHNOLOGIES

Correct posture is the sign of an enjoyable working position which involves sitting in a free and relaxed manner. Movement refers to a change to the student’s sitting location, reflecting some inadequacy of the learning environment. Teachers can anticipate changes of students’ emotions by good learning design, teaching metacognitive skills, self-regulated performance, exploratory talks, mastery approach/avoidance, using hybrid learning environments, and controlling space within classrooms. Teachers’ responses to students’ motions will be explored in this article.

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International Conference on LEARNING TECHNOLOGIES

10

Abstracts

Asri Aprianti State University of Semarang, Indonesia Isna Nur Adhini State University of Semarang, Indonesia

Using Audio and Video Recording to Assess Grammatical Errors in an English Language Classroom

This study is motivated by the fact that the primary goal of teaching and learning. English is communicative competence. The competence refers to creating grammatical sentences, good pronunciation, or having many vocabularies. Actually, making grammatical errors is normal for students because they are still learning but they should minimize the errors. This study was focused on grammatical errors. It analyzed the grammatical errors on language classroom by an internship student. The internship program was conducted at Semarang Semesta Boarding School. The internship student was teaching English in XC class academic year 2016/2017. Audio and video recording were used to collect data. The analysis of the data was based on the combination of Ellis’ theory, Richard’s theory and Standard English Grammar. According to Ellis’ theory, the steps to conduct error analysis are (1) Collection of samples of learner language; (2) Identification of errors; (3) Classification of errors; (4) Explanation of errors; and (5) evaluation of errors. There were 49 errors in the use sentence construction. The internship students made 11 errors in making sentence 2, 12 errors in making sentence pattern 3, 6 errors in making sentence pattern 4, 4 errors in making sentence pattern 5, 8 errors in making subject-verb agreement, 2 errors in making yes-no question, 3 errors in making information question, 2 errors in making compound sentence and 1 error in making word order. The internship students should learn practice more to encourage herself in using correct grammar especially in speaking.

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Abstracts 11

International Conference on LEARNING TECHNOLOGIES

Azenith Mojica De La Salle University – Dasmariñas, Philippines Lielle Jasmin Bawar De La Salle University – Dasmariñas, Philippines Edgar Michael Colmo De La Salle University – Dasmariñas, Philippines Allen Vince Del Rosario De La Salle University – Dasmariñas, Philippines Moonlight: A 3D Zombie-Shooting PC Game Using A* Algorithm

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Moonlight is a story-based, first-person zombie shooter PC game based on the story of the Prather Brothers as they explore the sequestered island. In order to help Thomas, the game’s protagonist, achieve his goal of finding his brother, the user is required to use the mouse and keyboard in order to move around, shoot zombies and help Thomas survive the island. What makes Moonlight different is that it has a unique feature that isn’t widely implemented amongt games – the Open World feature. Open world is a feature that implements the freedom of exploration so users can explore the world without constraints and ability to play without following the main story. Another unique feature is the ability to have a Virtual Reality Support, to give users an immersion, feel the tone, and setting of the story of the game. The enemies will be AI zombies who will find their way to the player by using A* path finding algorithm. Agile Methodology will be followed by the proponents in developing the game. This methodology is the most effective to be used in making games. It is flexible because it acknowledges that requirements may change. It works by breaking the project into iterations. It repeats the cycle to add in every feature specified in the requirements. Through the game’s engaging quests and fast-paced game play, the proponents aspire to enhance the player’s critical thinking, strategizing skills, and reaction time while being entertained.


International Conference on LEARNING TECHNOLOGIES

12

Abstracts

Azenith Mojica De La Salle University – Dasmariñas, Philippines Roder Manahan De La Salle University – Dasmariñas, Philippines Anne - Bel Amado De La Salle University – Dasmariñas, Philippines Ma. Juli Anne Muchada De La Salle University – Dasmariñas, Philippines Development Of A Location-Based Augmented Reality Application Using The Android Platform For DLSU-D DLSU-D Augmented Reality is a location-based mobile application for the Android platform. It displays overlaid data over a live camera feed by utilizing mobile device’s camera, GPS, compass and accelerometer. The mobile application is useful in learning relevant information regarding buildings, facilities, or landmarks within the DLSU-D campus. DLSU-D AR has four powerful functionalities: 1) AR mode, where the user can see the marker overlay to the camera view and display the icon and distance of location; 2) Map view, the bird’s eye view of the vicinity of DLSU-D which displays the different locations represented by icons and it has the shortest path locator; 3) Search view, for search options through keywords and categories and 4) Help view, for the user’s guide on the use of the system. The project’s purpose is to provide an easy to use and interactive system particularly in touring the campus premises. Any user can easily pinpoint a location inside the campus with the convenience of his mobile device. The software process model selected that shall serve as the methodology in the development of the project is the V-Model. The DLSU-D Augmented Reality application was evaluated by students, faculty, staff and guests in terms of Usability with mean of 4.6, Accessibility with a mean of 4.34 and a mean of 4.15 for Efficiency. Finally, the project explores the application of Augmented Reality in the field of education. The participation of the user in an immersive environment is just one of the many uses of AR.

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Abstracts 13

International Conference on LEARNING TECHNOLOGIES

Bambang Triatma Semarang State University

The Online Sensorial Evaluation of Food

36

One of the subjects in the vocational education is the analysis of the food quality by sensorial evaluation. The sensorial evaluation of food is usually done by humans in a laboratory where used “panelists came to food” approach. This approach is very bound by the schedules, seized the place and disrupt the daily schedule of panelists as students. When there is no match meeting, free time varies between the panelists and researchers, it needs the reverse approach where “food came to panelist”. On this new approach, panelists tasted the food in other place then send the data online from each place. An online framework is required to implement this approach, which facilitates the sensorial serving panelist pour their sensorial response into keyboard beats and data will be directly delivered to researcher computer. Practitioners utilize collaborative space from provider https://www.wikispaces.com and https://kwiksurveys.com to perform the evaluation of the food as part of the courses the analysis of the food quality. One of the stages in the evaluation of food is researching the reliability of prospective panelists in judging the food. There are many aspects of the food sensorial characteristic: taste, flavor, texture and color, but color is the most already digitally judged than the other aspects. Therefore, at the beginning, the color aspect was first choosed by this system. Sensitivity of the prospective panelists against color examined their ability to identify the color of adjacent characters, then asked to decide whether the pair of different color or not. This approach is easy to do by computer screen thanks to the existence of a system of colors digitally mapping. Data is forwarded via the internet network with specific applications. This system makes it easy for researchers in the future to recruit prospective panelists as well as doing the actual sensorial testing.


International Conference on LEARNING TECHNOLOGIES

14

Abstracts

Blessed Aspinas Mhungu Cape Peninsula University of Technology Muthoni Kimani

Usefulness of Learning Management Systems for Studio-based teaching and learning spaces at a university of technology

The research investigated the adoption and usage of Learning Management Systems (LMSs) in studio-based spaces. The main focus of the research was on students’ perspective on the current learning management systems (LMSs) and their influence to their learning in studio-based spaces at a university of technology. To explain the differences in use patterns and students’ perspective, a dedicated analysis framework ActAD, grounded in activity theory was used. Using qualitative content analysis to analyse collected data; students and lecturer interviews reviewed rather a gloomy picture on the actual usage of these LMSs. Interview data showed that there is a great confusion or inconsistency over the actual usage and adoption of LMSs among students and lecturers in creative studio-based teaching and learning spaces. Key considerations were found to be differences in perceived usefulness, perceived ease of use, accessibility and functional expectations of the system. The research not only provided an understanding of students’ perspectives on use of LMSs, but also useful comparative data on how activity theory and ActAD framework can be used by researchers in creative studio-based spaces such as graphic design in technology based education.

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Abstracts 15

International Conference on LEARNING TECHNOLOGIES

Dr. Budi Purnomo Department of Tourism, Sahid Tourism Institute of Surakarta- Indonesia MODEL OF TEACHING ENGLISH FOR TOURISM USING VIDEO MATERIALS

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This research aims at creating a model of teaching English for Tourism using video. This study is of an action research. It uses four steps: planning, acting, observing and reflecting along with five techniques for collecting data: test, observation, questionnaire, in-depth interviewing and researcher’s diary. There were 30 students of Tourism Department at Sahid Tourism Institute of Surakarta and an English lecturer prepared as research subjects. The topics in video contents include: handling reservations, meeting tourists at the airport/railway station, providing information upon arrival on the way to the hotel, handling checking in, handling telephone inquiries, giving directions, giving information about art performances and entertainment, beginning a tour and describing the itinerary, describing points of interest on the tour route, serving meals at restaurant, describing process used in making art objects, bargaining for souvenir prices, describing tourist sites and handling checking out. The research findings show that: (1) the use of video is a good model for teaching Engish for Tourism; (2) video is an enjoyable source for improving students’ verbal and non-verbal communication skills; (3) video catches the learners’interest and it can positively affect their motivation to learn; and (4) comparing the average scores of pretest and post-test in cycle 1 and in cycle 2, they indicate that at the end of learning-teaching process, most of the students have improved their English for Tourism significantly.


International Conference on LEARNING TECHNOLOGIES

16

Abstracts

Cecilia Titiek Murniati, MA., Ph.D Soegijapranata Catholic University, Semarang

Game-making for Learning: Pitfalls, Advantages, and Opportunities

Scholars have generally acknowledged that game-making provides engaging experience, improve deep learning strategies, and accommodate learners’ needs. Game-making activities are often done collaboratively; thus, they allow learners to refine their team work and interactional skills. In order to maximize the benefits of game-making for learning, researchers need to take into account some of the challenges in integrating game-making for learning. It is of common opinion that game-making can be done only by students who have programming knowledge or who are familiar with game-maker software. This presentation is based on the results of other studies’ findings and on our experience in creating group-based game making to explore students’ understanding of a subject matter. This presentation will first touch on the literature on game-making pedagogy and then describe the advantages and downsides of the game-making project. Lastly, this presentation will discuss how game-making activities can be designed to improve students’ learning experience. This presentation will also discuss the suggestions for researchers who are interested in creating group-based game making projects.

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Abstracts 17

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Chanintorn Jittawiriyanukoon Graduate School of eLearning, Assumption University, Samutprakarn Province 10540, Thailand

Performance Evaluation of Parallel Big Data Curation in e-Learning

40

Presently, considerable data in e-Learning environment has been created and curated at bursting volumes. The massive volume of clips piled up by digital society has extraordinarily augmented at an improbable pace, inspiringswift processing power for data curation. The traditional event-driven like simulation models to process a data as such is no longer valid however problem solving is being taken into all analytics in the e-Learning environment such asfavorite analysis, subjects association, and other scientific accounts. The overhead cost of data analytics, data filtering and processing speed-up are on the growth for big data curation. Moreover, there are data redundancy, noise, privacy, inconsistency and time-series. Parallel processing for online analysis is the only solutionpredominantly for computingbig data experiments.Online analysis simulation results from big datasets align prediction results. Cost effectiveness of parallel processing is discussed as one of performance metrics.


International Conference on LEARNING TECHNOLOGIES

18

Abstracts

Dr. Dave E. Marcial

Facilitating And Hindering Factors In Achieving Innovative Teaching And Learning:Evidencesfrom The Philippines

Achieving innovative teaching and learning are not easy tasks because innovative teaching and learning are affected by many variables. Teachers are challenged to feature new teaching strategy to fill in the gap with the millennial learners. ICT redefines the landscape of education. This paper presents the experiences of 16 Filipino teacher educators who underwent intensive training on the classroom use and integration of digital teaching tools. Specifically, this article describes the facilitating and hindering factors towards innovative teaching and learning as experienced by the respondents. Likewise, this paper articulates the lessons learned by the respondents. Further, this article presents the recommendations to achieve innovative teaching and learning using ICT. Results show that there is a positive change as experienced by participants in using the technology. However, the result also shows that obstructions are always present in any classroom integration of technology. The study concludes that innovative teaching and learning is a responsibility not only by teachers but to all stakeholders in the teaching and learning processes. Innovative teaching and learning are possible, yet, needs enough time and investments most especially in a developing country like the Philippines.

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Abstracts 19

International Conference on LEARNING TECHNOLOGIES

Dimas Rangga Wicaksono Atma Jaya Catholic University, Jakarta-Indonesia

Video games and EFL: What Playstation Games Provide for Language Teaching

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Despite its controversy and the general assumptions from the public, video games remains a significant helping agent for the players to learn English as foreign language. Video games have been proven to be helpful in obtaining writing competencies, vocabulary, and other skills. This is because, in the video games, there are various approaches and methods that may assist the players to gain foreign language competencies. Moreover, video games are proven to be a fun way for EFL learning and it is an effective way to make the players learn without even “learning”. In the most popular video game platform, Sony Playstation, different methods of EFL methods can be found in its various genres of games. For example, the Uncharted game franchise that has published four sequels, are famous with their intriguing and challenging riddles and puzzles. This provides a challenge that the player has to solve – and sometimes the player has to do it collectively when they are playing with their friends or family. From this perspective, this paper intends to discuss what Playstation video games may provide for the player to learn English as foreign language and how to effectively use video games to obtain certain language skills. This paper may help teachers of EFL to effectively use Playstation games to gain their students competency


International Conference on LEARNING TECHNOLOGIES

20

Abstracts

Dra. Dina Mustafa M.Sc PS Matematika - FMIPA - Universitas Terbuka

Utilization of Big Data through Learning Analytic of Online Courses To Improve Students Support Services A Prelinary Study

Application in Educationa through the utilization of Learning Management System such as MOODLE. Many online programs utilize the LMS since it is an open sourxe program and can be reprogrammed to fit the needs of any institutions. The use of ICT in every aspect of management and academic of educational institution creates many opportunities to harvest data to improve the teaching and learning processes in of online educational programs. Universitas Terbuka already utilizes the MOODLE to deliver the online tutorials for registered students. There are also training programs that are open for new or would-be students to access to familiriaze them with the demand of distance online education system. With the provision of online tutorials, online students advising system, and guidelines to survive the such programs, there are alot of students that stopout after registering in the first semester. This article will describe the preliminary study to identify the characteristics of students who stopout after first semester, their obstacle to continuing the study in the program, and the support that can be provided by the institution. The study will utilize the approach of learning analytic of big data from courses of the first and second semesters in the Mathematics and Sciences Department of Universitas Terbuka. The prelimenary study will begin with analysing the literature about learning analytic for conline course and suggestion about the utilizationa of the results of analysis to improve the programs. Key words: learning analytic, big data, online courses, student support.

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Abstracts 21

International Conference on LEARNING TECHNOLOGIES

Edwin Leonardo

Authentication of Student Information System using RFID

NFC features on the smartphone could be attached to the student’s identity and can be used as an alternative authentication system for students to enter the web-based academic information systems. Hardware used to read the identity of the embed NFC smartphones is sold on the internet. However, it takes the information transfer mechanism that provides smartphone’s identity to web-based applications.

44

This paper will discuss about the use of Android applications made by MIT App Inventor to feed information to the secure web-based academic information systems.


International Conference on LEARNING TECHNOLOGIES

22

Abstracts

Eka Angga Laksana, S.Kom., M.Cs. Widyatama University Ase Suryana Widyatama University Ai Rosita Widyatama University Heri Heryono Widyatama University Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier Sentiment analysis as part of text mining research domain has been being recognized due to the successful implementation in social media analysis. Sentiment analysis methods had intelligent ability to classify texts into negative or positive. Classified texts concluded whole users respond and described opinion polarity about particular topic. Based on this idea, this research took e-learning’s users opinion as object to be measured through sentiment analysis. The results can be used to evaluate the e-learning activity. This research had been implemented in Widyatama University which had been running e-learning activity for several years. Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. Still, questioner doesn’t represent the conclusion about the whole opinion. Hence, it needs the method to identify opinion polarity from e-learning member. The e-learning opinion data sets were gathered from questioner filled by e-learning member included both student and lecturer as participants. The participants gave review about learning outcome after their participation in e-learning activity. Their opinion was needed to describe current situation about e-learning activity. Therefore, the conclusion could be used to make improvement and described few achievements about the e-learning system. The data sets trained by Naïve Bayes classifier to group each user respond into negative or positive. The classification results were also evaluated by a number of particular evaluation metric used in data mining to show the classifier performance such as accuracy, precision, and recall.

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Abstracts 23

International Conference on LEARNING TECHNOLOGIES

Dr. Ekawati Marhaenny Dukut, M.Hum. Soegijapranata Catholic University Yedija Prima Putra Soegijapranata Catholic University Christine Ayu Wulandari Soegijapranata Catholic University T. Brenda Chandrawati, S.T., M.T. Soegijapranata Catholic University Dra. Cecilia Titiek Murniati, M.A., Ph.D Soegijapranata Catholic University Using Local Culture For Picturebooks And Digital Animation In English Language Learning

46

Literature about the use of multimedia in the teaching of Engish shows that appropriate use of technology can increase students’ interests and attitude. An animation of a picturebook is one kind of multimedia commonly used in the teaching and learning of English. In this opportunity, we would like to present the possibility of integrating local culture in digital animation to teach English. We took into account the unique culture of the Indonesian culture to teach children English. The integration of local culture in English materials in particularly important nowadays to increase Indonesian students’ cultural awareness. Because the target audience of the picture book is kindergarteners, first graders, and second graders, we have been particular with the choice of colors and cartoon characters used in the story. In this presentation, we will present our previous studies and relevant literature on digital animation to learn English. In addition, we will show how we have developed the picture books as a digital animation media in order to teach listening, reading, writing and speaking skills for young learners. Key words: children, cultural awareness, digital animation, English language, Indonesian culture, local culture, technology


International Conference on LEARNING TECHNOLOGIES

24

Abstracts

Emilia Ninik Aydawati, SP, M.Hum Soegijapranata Catholic University

The Application of Asynchronous Online Peer Review in Academic Writing Class

One of the ways to face the challenge of teaching writing is by applying peer review activities. By having these activities, learners will get benefits from the communication with the peer who can give them input to improve their writing performance. Peer review can be done face to face or online. Face to face peer review is done synchronously where two students are having discussion on their essay, whereas online peer review can be done synchronously or asynchronously. This preliminary study investigates how the application of asynchronous online peer review in Academic Writing class can be implemented to help them to do revision and improve their writing skills. Six students who got A in their structure 2 class were chosen among the students. After practicing doing asynchronous online peer review, they conducted peer review. It was found that there is a significant increase in their writing score by comparing their pre-test and post-test. An interview with the participants was conducted to dig out their opinion on the application of asynchronous online peer review in academic writing class. It was found that they believe asynchronous online peer review activities help them to improve their writing skills, and they prefer to do asynchronous online peer review for several reasons.

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Abstracts 25

International Conference on LEARNING TECHNOLOGIES

Eko Hadi Gunawan Student, Department of Electrical Engineering and Information Technology, UniversitasGadjahMada Ridi Ferdiana Student, Department of Electrical Engineering and Information Technology, UniversitasGadjahMada Sri Suning Kusumawardani Student, Department of Electrical Engineering and Information Technology, UniversitasGadjahMada Design and Proposal of Interactive Distance Learning Media in Rural Area

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In Indonesia the condition of education in every region is still uneven. One of the problems is the limited number of educators and infrastructure that inadequate, especially in remote areas outside Java, such as in the islands of Sumatra and Kalimantan. Internet that unavailable to reach the rural areas, inadequate a human resources and computer resources become obstacles to perform of distance learning process. So it takes distance learning media solutions that are able to solve these challenges. In this paper we explain how the distance learning process can be done with the learning media that has low resources, can run without depend on the internet and student are able to do what can be done when they use distance learning actually such as accessing all the materials, questions, write evaluation for teachers and get updates both material and questions. Learning media system is divided into two parts. Client used by students and server used by teacher. From the server side, teachers can write materials and exams that will be answered by students. In client side, students can bring learning media and access all the subject matter and exams that have been published by the teacher wherever they are. The results of the test and evaluations from students and the updating of materials and tasks that published by the teacher can be updated when the learning media of students connect to the Internet and synchronize to the server.


International Conference on LEARNING TECHNOLOGIES

Abstracts

The result of testing of this learning media which tested in the rural area of Riau and Central Borneo stated that the limitations of the internet to deliver the distance learning material can be overcome by using synchronization system on learning media. The system is consuming the minimum resources and learning process is more interactive both in terms of students and teachers.

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Abstracts 26

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Fatimah B. Puteh Universiti Teknologi Malaysia Using Digital Technologies in a Blended Learning Setting to Engage and Motivate Students

50

Technology has revolutionised the face of education globally. With the right tools, educators can transform teaching and learning in the classroom. In fact, learning can be expanded and extended to go beyond the classroom to support self-directed and lifelong learning. Nevertheless, simply integrating technology in the classroom does not guarantee that learning takes place. Especially with the current generation who has been raised with a constant influx of technology around them, the internet and modern gadgets have made them more social and active in the virtual world, communicating remotely with others. As a result, they are somewhat detached and less inclined to participate in face-to-face lessons. Getting these students engaged with content and sustaining their attention and motivating them to learn in a face-to-face setting can be quite a challenging task. Teaching and learning activities can easily become unattractive and irrelevant as students are so used to the immediacy and presence found in the virtual world. While it is assumed that students are easily distracted and have short attention spans, the reality may be simply that educators are competing with the pull of modern technologies. Instead of dismissing the use of technology in the classroom, educators should be well informed about the technologies that can be used to support and facilitate learning. This paper provides some suggestions on readily available technologies suitable for face-to-face classrooms and how they can be used to increase students’ engagement with content while keeping students motivated to learn.


International Conference on LEARNING TECHNOLOGIES

27

Abstracts

Jeric Joseph B. Rodulfo De La Salle University – Dasmarinas, Philippines Jacqueline E. Mortel De La Salle University – Dasmarinas, Philippines Joyce Anne Lanorio De La Salle University – Dasmarinas, Philippines Rolando B. Barrameda De La Salle University – Dasmarinas, Philippines Dr. Sherry B. Naz De La Salle University – Dasmarinas, Philippines CHAVACANO DE CAVITE Filipinos are known for having several dialects. These dialects distinguish every Filipino on which area in the Philippines originated from. Chavacano is a Spanish-based creole language spoken in the Philippines. The word was derived from Spanish word which means, “poor taste”, “vulgar”, Chavacano dialect originated from Cavite. The study presented information about Chavacano de Cavite dialect through Natural Language Processing (NLP). Furthermore, this study aimed to promote and give importance to Chavacano de Cavite dialect for it once became a national language in Cavite. Today! about 22% remaining speaker in Ternate and only 3% of the population in Cavite City remain speaker. Aside from the fact that Chavacano dialect is rarely spoken in the country, only selected regions are coherent in using the language. The urgency of translator language due to the fact that no available translator application is available nowhere was the reason why the researchers chose the topic. Thus, we want to revive the golden language from the past. For these reasons, the study is to develop: an accurate and reliable tool in translating fully functional web-based Chavacano de Cavite translator that will help translate Chavacano to English language and vise-versa. According to the survey made, most of the respondents strongly agreed that correct translation is displayed by the translator with correct sentence structure the data stored are modifiable and the translator accepts additional suggestions from users. Also, the respondents strongly agreed that the system can be easily comprehended.

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Abstracts 28

International Conference on LEARNING TECHNOLOGIES

Joseph Ma. Steven Cabalo University of the Philippines Los Baños, Philippines Prof. Rolando Panopio University of the Philippines Los Baños, Philippines

Evaluation of ‘Prodigy’, an Online Educational Game-Based Platform on Mathematics, by Grade 7 High School Students

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Students of the 21st century are considered to be students of the future. For students to be engaged and motivated, the “intellectual barrier” between the teacher and the student is removed, through a student-centered approach. This can be further aided by the concept of gameducation, or gamification of education alongside online communities. One of the novel online educational game-based platforms is known as Prodigy – a free accessible platform for both teachers and students studying Grades 1 – 8 mathematics. With its two types of interface, for the teacher and for the student, this study is limited to the student interface only, and access to computers with internet connectivity may be limited in certain areas of the country. An evaluation of the platform was conducted by both the Grade 7 mathematics teacher of the University of the Philippines Rural High School (UPRHS) and UPRHS students of Grade 7 Tindalo. Using a forced-choice scale model (1 - Strongly Disagree; 2 - Disagree; 3 - Agree; 4 - Strongly Agree) and open-ended questions, results yielded a positive perception for the categories “Learning” (mode of 4), “Ease of Use” (mode of 4), “Ability Levels” (mode of 3), and “Technical Quality” (mode of 4). The teacher and most students recommend the use of Prodigy in their mathematics classes as it aids in student learning. Notable pitfalls of using the said platforms are time constraints or management and the presence of built-in calculators. Further studies are recommended in the field of gameducation and online educational game-based platforms.


International Conference on LEARNING TECHNOLOGIES

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Abstracts

Juanito Doctor., MIT De La Salle University – Dasmarinas, Philippines Ms. Marivic Mitschek De La Salle University – Dasmarinas, Philippines Khadie Maecel Paliza De La Salle University – Dasmarinas, Philippines Garlene Mariel Sabile De La Salle University – Dasmarinas, Philippines Jamille Tiong De La Salle University – Dasmarinas, Philippines iPon: A Personal Finance Mobile Application Software that Encourages Smart Money Management and Financial Skills iPon is an educative application which aims to teach its three target users which are the students, employees, and families on how to properly budget their own allowance in an entertaining way and also with the use of their smartphones. The application is consist of six different features such as Expenses, Tips, Budget Guide, Notes, Calendar, and Summary of Savings. It also allows the user to budget their allowance from daily, weekly, or monthly. This application is exclusive only for android operating system. The developers made sure that the application’s contents are clear and easy to understand. The user will just have to interact with the application in order to monitor and track his or expenses and savings. The application will provide a notification for the user that can serve as a reminder, and a recommendation so that the user will always have to prioritize his or her savings. The software used in creating the iPon is with the help of Android Studio, Adobe Photoshop CS5, Adobe Flash Professional, and an online database called Firebase. The result of the evaluation that the proponents conducted, resulted as Moderately Agree with the five categories such as appearance, structure and navigation, content, usability, and design.

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Abstracts 30

International Conference on LEARNING TECHNOLOGIES

Kenny Irene Elisabeth Sely Soegijapranata Catholic University, Semarang Cecilia Titiek Murniati, MA., Ph.D Soegijapranata Catholic University, Semarang

An Analysis of E-learning Acceptance Among College Students

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The advancement of technology and the Internet have changing the way subject matters are presented. They allow teachers and students interact through various digital media and information technology. E-learning is the term that is used to describe the delivery of a subject matter via numerous types of digital technology and through webbased interaction. Indonesia has begun adopting e-learning in an effort to create student-centered learning approach and to accommodate young generation’s comfort with technology. However, university administrators have not yet assessed to what extent and how these blended learning or e-Learning affect students’ learning outcome and how well the system is accepted and adopted. To address the research questions, I administered survey to 100 active students in the Faculty of Language and Arts. The questionnaire consists of two parts. The first part was used to look at the demography of students such as gender, class standing, and level of comfort with technology. Pearson Correlation test was used to analyze the interaction between learners’ perceived ease of use, perceived usefulness, intention to use, and level of comfort. The results of Pearson Correlation Test demonstrated that learners’ perceived ease of use was positively correlated with affects their perceived usefulness, learners’ perceived usefulness had significant correlation with their intention to use e-learning. Finally, learner’s level of comfort using e-learning significantly correlated with learner’s perceived ease of use.


International Conference on LEARNING TECHNOLOGIES

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Abstracts

Dr. Ku Azam Tuan Lonik School of Distance Education, University Sains Malaysia, 11800 Penang, Malaysia Engaging Students in Open Distance Learning Environments The age of internet shaped not only the way teaching and learning are conducted in conventional-traditional teaching and learning environments but also helps in extending the reach of education to a much wider audience. This is evidence in the form of an increase in the number of open-distance-learning (ODL) programs offered to the general publics. In general, the ODL institutions offering ODL courses can be divided into two broad categories, that is, the part-time course offerings as an off-shoot of the conventional higher learning institutions or as an independent e-learning institutions. In either of this categories, teaching and learning often takes the form of a blended learning approach. While there are doubts that the ODL programs are comparable with the conventional learning, an overwhelming number of studies have shown that when the course materials and teaching methodology were held constant, there were no significant differences (NSD) between student outcomes in a distance delivery course as compared to a face to face course. Yet, from the perspectives of a teacher, due to the limited face-to-face interactions with students, the main problem one face is the challenge of engaging these ODL students. Success in engaging them will helps to reduce the attrition rate among the ODL students. In conventional teaching and learning environment, teachers are often seen as a) the disseminator of the content where students is a receptacle, (b) motivator for personal growth as a means of promoting a better society, (c) agent of change that is to change the behaviour of people so they can work with each other to design and build a society that minimizes suffering and maximizes the chances of survival, (d) humanist, whose primary aim is to support individual growth and self-actualization, (e) radicals that aims to invoke changes in the political, economic, and social order of the society, and (f) analytical, by developing rationality to bring about deepened awareness through in meaningful touch with reality.

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International Conference on LEARNING TECHNOLOGIES

Within this vein, ‘good’ teachers are expected to guide students with what they need to know. This, however, is difficult to achieve in the open-distance-learning (ODL) environment. This paper seek to explore, based on practical experiences of the author, ways and means in engaging ODL students.

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International Conference on LEARNING TECHNOLOGIES

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Abstracts

Dr. Kristine L. Blair Youngstown State University

Interrogating the Relationship Between Gender and Technology: A Technofeminist Rhetorical Approach

In October 2014, Microsoft CEO Satya Nadella drew controversy for comments about the gender gap in Silicon Valley salaries, discouraging women from self-advocacy and indicating that good “karma” would result for avoiding what Facebook COO Sheryl Sandberg asserts is an unfair cultural stereotype of the aggressive female employee. These systemically sexist assumptions about women are reinforced by even more recent examples, including the anti-diversity memo circulated by a male software engineer at Google in August 2017. Computer science as a field remains male dominated across cultures, lacking sustained opportunities for women to enhance technological aptitude and attitude and to disrupt and transform the misogynist rhetorics that have typified the Western IT industry, and have obscured the documented role of women in shaping the history of technology innovation. Women continue to be positioned as subordinate to their male counterparts, and both cultural rhetorics and economic realities reflect and reinforce this presumption globally.Thus, Blair’s presentation questions (1) how gendered rhetorics of technology have historically constrained women and girls’ material access to technological literacy and (2) what types of digital ecologies allow technofeminist rhetoricians to foster engaged civic and pedagogical practices that challenge the limiting assumptions about women’s techno-literate lives? Blair concludes with a series of academic and professional case studies that highlight recursive relationships between feminism and digital writing theory, practice, and activism to counter the gendered rhetorics of technology that continue to disenfranchise women culturally, professionally, and as Nadella’s damaging comments suggest, economically.

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Abstracts 33

International Conference on LEARNING TECHNOLOGIES

Lianly Rompis, ST, MITS De La Salle Manado Catholic University Julie Cynthia Rante De La Salle Manado Catholic University Basic Design of A Charging Circuit For Mobile Phone

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Currently the learning process can not be separated from the exchange of digital information and online interaction. Initially using computer technology and internet, then growing with the existence of mobile phone technology. The demand of Digital Learning for efficient and environmentally friendly energy is very important and urgent because of the increasingly expensive price of fuel and the high utilization of mobile phones as a learning tool for the society. Our government itself supports the discoveries, researches, and technologies that use renewable energy such as energy from sunlight and biomass energy. The city of Manado which located in North Sulawesi province has a good hot climate every year and a fairly high solar energy. This is very good if it can be used as a source of energy for certain equipment such as mobile phones. This paper describes the basic research that has been done where the energy of sunlight becomes alternative energy to charge a mobile phone. The research method is literature study, theory comparison, block diagram design, assembly, and testing. The results obtained give hope that in the future there are opportunities to develop further research and design a solar energy source for mobile phones charging, by using solar cells that have specific current and voltage specification.


International Conference on LEARNING TECHNOLOGIES

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Abstracts

Luis Carmelo Buenaventura, Ph.D De La Salle University - Dasmarinas, Cavite 4115, Philippines Socio-cultural perspectives of a Virtual Learning Environment through Schoolbook: The De La Salle University - Dasmarinas, Cavite, Philippine experience How do families keep track of their sons and daughters academic performance including attendance records accurately in a Virtual Learning Environment or (VLE)? Furthermore, how do the students know their class standings and grades for the Prelims, Midterms, and Finals immediately without meeting the teacher on a face-to-face basis? Since the full scale implementation of the Schoolbook by De La Salle University - Dasmarinas, Cavite, Philippines last 2010, the college faculty were initially encouraged by the school administrators to utilize the e-learning portal on a full-time basis to enhance their teaching insofar as it saved time and resources; not to mention, paper. At the beginning, the faculty who were not tech savvy viewed Schoolbook as a remake of Facebook. However, upon close scrutiny with proper training and orientation by the people of the Center for Innovative Learning Programs (CILP) of the aforementioned institution, many other faculty members coming from different departments were enlightened to realize that Schoolbook, indeed, had a lot to offer in terms of academic achievements, enhancement, and research. This paper features a brief history of utilizing and applying Schoolbook in the De La Salle University Dasmarinas, Cavite setting. Essentially, it includes the advantages and disadvantages of the portal in teaching, learning, and research among college faculty, students, and their parents as well. Future prospects of applying the Schoolbook portal in other aspects of social and cultural communication will also be discussed.

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Abstracts 35

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Maryli Feliciano Rosas, Associate Professor De La Salle University – Dasmarinas Dr. Shaneth C. Ambat AMA University, Project 8, Quezon City, Phillipines Data mining of Students’ Response on the University Services using Chisquared Autinatic Interaction Detector

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De La Salle University – Dasmariñas is higher education institution that prepares its students to be well equip to face the reality of workforce after their formal college education. According to Gatpandan, P [1], “the role of the university as a service provider in education sector considers several aspects from student admission to graduate career, and the student is the primary consumer in Higher Education Institution (HEI) services and has implications for the management of service of quality in higher education organizations.” Quality education normally equates with the quality of services that were given to the students. This can be measured by the satisfaction level of the students based on their experience all throughout the entire stay in the university. It is a continuous effort of any organization to uncover ways on how to improve their quality of services. One way to address concerns could be through gaining comments and suggestions from the student in the form of exit interview. Margaret Rouse[2] defines exit interview as a wrap-up meeting between management representatives and someone who is leaving an organization, either voluntarily or through termination. The information gained from this exit interview can be use to assess what should be improved, changed, or remain intact. Results from conducting exit interviews can also be used to lessen employee or student turnover and increase competence and commitment, consequently reducing the high costs associated with turnover. In educational setting, exit interviews are conducted with students who have graduated from an educational institution.


International Conference on LEARNING TECHNOLOGIES

Abstracts

The exit interview is intended to “gather information about students’ experience while attending in the institution, what they benefited from, what was missing, and what could be improved to enhance the experience of the next generation of students. This type of interview can also point to areas in which the institution should invest more or less resources to enhance a student’s learning and development experience.” [3] De La Salle University - Dasmariñas has customized exit interview for their graduating students. This exit interview is in the form of questionnaire and used a five-point Likert scale. The strategic value of this Exit interview can be effectively achieve through applying data mining. Data mining is a process of extracting useful information from huge data [4] and finding patterns. Data mining process can also be applied to educational environment in particular to Higher Education Institutions. EDM is the application of data mining in the educational field, with the main objective of better understanding the student learning process in order to improve the quality of the education system [5] Data mining is a powerful technology that can be best defined as the automated process of extracting useful knowledge and information including, patterns, associations[1]. As Ghadeer S. Abu-Oda and Alaa M. El-Halees. Ghadeer S. Abu-Oda and Alaa M. El-Halees. cited in their article that the knowledge revealed from data mining would enable higher learning institutions in numerous ways such as making better decisions, having more advanced planning in directing students, and enabling the institution to allocate resources and staff more effectively. [5] With this, the researcher is motivated to come up with a study that would help the education sector especially the management to address improvements in their institution through applying data mining technique on the Students’ Response on the University’s Academic and Student Services particularly on the areas of: Quality education, Facilities, Student services, Teachers and Administrators. Applying data mining techniques is a process that starts with collecting data. he data collected should be preprocessed in order to assure its integrity. The result of this processed data can then be used to build a model to identify crucial factors in determining the perceived quality of services. The model can be constructed using different data mining techniques and algorithms.

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THence, the mined data can assist educational institutions, De La Salle University -DasmariĂąas in particular, in better responding to the student satisfaction and retention. The study will be developing a comprehensible data mining models to support strategic decisions taken by the administrators or management of the said university. Implementation of beta regression and decision tree analysis with CHAID Algorithm will be used in this study.

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International Conference on LEARNING TECHNOLOGIES

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Abstracts

Muhammad Arief Budiman PGRI University Semarang

The Role of Technology (Social Media) in Exploration Study Lesson at Elementary School Teacher Education Program

The use of technology in teaching has become a natural thing lately. The purpose of this research is to know the influence of the use of technology in the exploratory study lesson in the elementary school teacher department, School of Education, University of PGRI Semarang. This research is qualitative descriptive. The subject of research is 45 students of fourth semester majoring in elementary school teacher department, School of Education, University of PGRI Semarang who take exploratory study lesson. Data collection tools use observation, interview and documentation. Data analysis techniques is using Miles and Huberman techniques. The results indicate that the use of technology in the lesson of exploration study is considered succesful seen from the students’ responses. Students provide positive feedback regarding the use of technology, especially youtube social media as a medium of uploading final assignment. The students can provide an evaluation of the use of the technology they have experienced in exploratory study learning, but they still provide an abstract description when asked to explain the technology suitable for the learner in college. While the explanation they provide for the use of technology in primary school learning is a bit clear with the mention of examples. For that we still have to keep looking for the right technology to apply to the students in college.

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Abstracts 37

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Mikio Fuse English Department at University of the Sacred Heart, Tokyo Starting an Online Class Exchange: Gains, Fails, and Future

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The presentation intends to review the results of the web meeting sessions my Film Study seminar students had this spring with the Play Performance classes of Dr. Ouda Teda Ena and Mr. Krisna Septa of Sanata Dharma University, Yogyakarta. Dr. Ouda and I met at the ASEACCU [Association of Southeast and East Asian Catholic Colleges and Universities] conference in the previous year. It was the first experience for both parties to organize an online class exchange event. We used Google Hangout for the video chat, as well as for backstage messaging between teachers. The primary reasons I sought my partner in ASEACCU affiliate schools were the assumptions that students sharing the common Asian cultural backgrounds but speaking different first languages would be positively motivated to communicate in the common second language (English), and that the minimum time lag between the schools located along the Northeast and Southeast Asian axis would give more chances to organize real-time web meeting events. Both expected vantage points, however, proved not very easy to gain in practice. In my presentation, I would identify a number of basic problems we faced in our first online class exchange experience: the difference of class periods, the asynchronous learning curves due to unparallel semester periods, and the apparent imbalance of overall second-language competence. For all these problems, I would suggest (and welcome your suggestions on) how they should be addressed to make such future online class exchange events more successful, sustainable, and mutually profitable.


International Conference on LEARNING TECHNOLOGIES

38

Abstracts

Naftalita Calista Putri Soegijapranata Catholic University, Semarang

The Implementation of RFID-based Class Attendance

In every year the development of technology is increasing. Technology that can be utilized at this time one of them is the NFC in the smartphone. The ability of NFC to read id from the card which has RFID in it can be used as a media of attendance in the classroom. All students have a student card which is also used as an ATM. However, the current student card does not contain RFID in it so the card used must be replaced by the ID card. The use of NFC technology can reduce the use of less efficient papers. The author will discuss the use of cards that have RFID in them, especially electronic-based identity cards as one of the media that can be used for class attendance using the database and web.

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Abstracts 39

International Conference on LEARNING TECHNOLOGIES

Nur Utami SK, M.Hum. Pakuan University, Bogor

Critical Thinking Skill in Reading Online Resources: A Study in an EFL Context

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The concepts of critical thinking should be considered crucial in this rapidly developed era. This paper provides the results of a study in which 42 EFL learners are encouraged to demonstrate their critical thinking skills through individual answers to the questionnaire. The participants are between 19-20 of agees, both male and female. For the purposes of this study, questionnaire items proposed by Cottrell (2011) are used as instrument. These are intermediate learners of EFL in a classroom context in Indonesia with a good command of English ability. This study reveals that most of them tend to have a positive attitude (3 or 4 in a 0-4 answer scale), including some key questions such as on critical thinking. As many as 52.4% of the respondent say they are able to identify unfair techniques used to persuade readers and are good at reading between lines. As many as 57.1% say they certainly will do a further research if they are not sure about something they read and 47.6% say they know how to evaluate source material. As this study focuses more on reading, with further refinements and piloting, in the furtue research it is expected to include also the skill of critical writing.


International Conference on LEARNING TECHNOLOGIES

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Abstracts

Dr. Onno W. Purbo Changing Teaching To Maximize e-Learning The author’s experience in implementing e-Learning on STKIP Surya campus will be the focus of the presentation. Most of STKIP Surya students come from regions, especially Papua. On this occasion, I will explain changes in teaching strategies to maximize the utilization of e-Learning in a campus. One of the biggest problems facing teaching local children is the patience to encourage them to learn because it takes longer to explain a concept for them to understand. The old teaching strategies, which limits lecturing hours to only 2-3 credits / courses, 2-3 quizzes, one midterm test, one final term test, and 1 remedial test, is not sufficient to transfer knowledge to local children who are in dire need of knowledge. I tried to maximize e-Learning, with face-to-face limitations of only 3 credits in some of my lectures. E-Learning allows me to provide materials and questions / quizzes so that students can learn outside of face-to-face lectures conducted. But in fact, no student likes to repeat teaching materials outside face-to-face in class if not forced. The pattern of coercion that I tried seemed to work well to raise the value and understanding of the topic being taught. I’m basically just emphasizing the fact that most of the students will be studying at the exam, maybe even during the exam. Simply put, e-Learning allows us to do unlimited repetition of the exam. By allowing students to conduct exams continuously for one semester, I have succeeded in increasing students’ understanding of the topics discussed. For example, student writer Yomilera managed to get the final score 71 after taking midterm test 49 times and final term test 121 times. This will be a huge challenge for the teaching policies that Directorate of Higher Education has implemented.

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Abstracts 41

International Conference on LEARNING TECHNOLOGIES

Dr. Ratna Jatnika Padjadjaran University, Bandung Mustofa Haffas, M.Kom. Padjadjaran University, Bandung Dr. Hendriati Agustiani Padjadjaran University, Bandung Universitas Padjadjaran Statistical Analysis Management And Descriptive Statistics)

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Series

(Database

Student in Faculty of Psychology think that Statistics is very difficult for them, because Statistics is viewed as a hard science than Psychology which is viewed as a soft science. Many of us who teach Statistics have to work hard in improving our instruction. Various attempts have been made to improve student attitudes toward statistics, so that student have more positive attitudes. One of the efforts is to transform the curriculum of Statistics in Faculty of Psychology Universitas Padjadjaran by adding SPSS (Statistical Packages for Social Sciences) practicum courses since 2009. The addition of this course is done in the hope that students can more easily calculate various statistics analysis so that Statistics will be perceived as an easy course. In other words, the addition of this course will be expected to improve student attitudes toward statistics. There are a variety of data analysis contained in SPSS can be used for data processing. However, there are still some statistical data analysis used by students of the Faculty of Psychology that is not avalaible in SPSS. The aimed of this research is to develop software namely Universitas Padjadjaran Statistical Analysis Series, which is statistical data analysis software that consist analysis that does not exist in SPSS or other data analysis software. The results of this study are expected to be able to reduce the piracy of statistical data analysis software that many occur. In this preliminary research, modules are developed only for Database Management and Descriptive Statistics. The software development will be carried out by (SDLC = Software Development Life Cycle). SDLC is a series of step or phase that presents a model for development and lifecycle management software or applications. This method consists of the following stages: Planning, Analysis, Design, Implementation, Testing, Deployment. The resulting software is tested on 144 students in Psychology Faculty in Universitas Padjadjaran Bandung. The trial results showed Universitas Padjadjaran Statistical Analysis Series (Management Database and Descriptive Statistics) is most appropriate and “user friendly� software. However, the Universitas Padjadjaran Statistical Analysis Series (Management Database and Descriptive Statistics) should be made easy to install the software.


International Conference on LEARNING TECHNOLOGIES

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Abstracts

Rico Antigua University of the Philippines Los Baños, Prof. Lynie B. Dimasuay University of the Philippines Los Baños, Development and Evaluation of an Interactive Learning Module on Geometry of Circles using Comics The education of students in the 21st century is directly related on the advancement of technology. Different teaching and learning approaches are continuously evolving to adapt to the new generation of learners. In the learning of Geometry of Circles, students find it difficult to understand the concepts involved in definitions, postulates, and theorems. Presenting these topics in a way that stimulates exploration to the students is a challenge for teachers. One approach in solving the difficulty of students’ learning on geometrical concepts is to blend learning efficiency with technology. The purpose of this research is to develop and evaluate the effectiveness of an Interactive Learning Module (ILM) on Geometry of Circles using comics. A Grade 10 Mathematics learning module from the Department of Education (DepEd) was converted into ILM. The content is constructed based on the content standards, performance standards, and learning competencies of the K-12 Basic Education Curriculum. The ILM is developed into content-related comics using Articulate Storyline 2 and characters from the anime “Dragon Ball” were used. Seven selected mathematics teachers from University of the Philippines Rural High School (UPRHS) and University of the Philippines Los Baños (UPLB) evaluated the effectiveness of the ILM using a devised evaluation form based on the following criteria: a) navigation, b) instructional design, c) module content, and d) effectiveness for learning. The survey instrument included 38 five-point Likert Scale items (SA- Strongly Agree, A – Agree, NAD – Neither Agree nor Disagree, D – Disagree, SD – Strongly Disagree) and 3 open-ended questions to elicit the teachers’ perception on the use of ILM. The findings indicated that the ILM has easy navigation, interesting instructional design, appropriate module content, and aids effectiveness for learning.

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Abstracts 43

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Ridwan Sanjaya, SE., S.Kom., MS.IEC

The Role Of Game Technology In Education And Entrepreneurship

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In the world of research, the digital game has been extensively researched in terms of its benefits and effects in various aspects of life. In the world of education, the game has been excavated to attract the students in learning. Not surprisingly, the demand of game development for learning has increased. When it is viewed from the entrepreneurship side, it can be seen as an economic opportunity for the game makers. However, there is not much research that led to the making of games as an economic opportunity for the teachers from various disciplines. Games are usually seen as an opportunity for the people with adequate programming skills. In addition, there is not much research that combines the activities of making games as one of the learning methods which can be developed independently. Commonly, the research focus is on game activities to generate a positive support in the learning process. In this paper, it will be discussed the game-making activities for everyone to stimulate entrepreneurship at the school level and collaborative the teaching methods for students.


International Conference on LEARNING TECHNOLOGIES

44

Abstracts

FX. Risang Baskara, SS., M.Hum. Sanata Dharma University, Yogyakarta Students’ Perspectives on the Use of Schoology and Mobile Learning in English Classrooms The use of learning management system has been growing over the years, especially in the education sector for teaching and learning. Various studies have been conducted to assess the effectiveness and acceptance of the use of learning management system by students. In particular, this research is an attempt to obtain students’ perspective on the use of Schoology. Considering the fact that Schoology is used in a blended learning mode to deliver a fourth semester English language skill at Sanata Dharma University, it is vital for the researcher to identify the students’ perspective on the use of Schoology and mobile learning in their classrooms. The research aims at addressing two questions: 1) what is the perception level of the students towards Schoology at Sanata Dharma University? And 2) what is the perception level of the students towards mobile learning in their classrom at Sanata Dharma University? With this goal in mind, under the theoretical framework, this research elaborates a brief review of students of English classroom and their perspective of the use of Schoology and mobile learning in Indonesian context. Furthermore, this research employs a descriptive study using qualitative approaches. The study collects the data by distributing two questionnaires on the research sample. The first questionnaire consisted of 36 statements is constructed to measure students’ perspectives towards Schoology and second questionnaire consisted of 17 items is constructed to determine to measure students’ perspectives towards mobile learning in the classroom. The scales are distributed on 32 students during the fourth semester of the academic year 2016/2017. Recognizing the students’ perspective towards the use of Schoology and mobile learning in their classroom can be one step forward to understand the effective use of learning management system in English classrooms.

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Abstracts 45

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Roland Lorenzo M. Ruben De La Salle University-Dasmariñas, Philippines

Increasing Student Online Sessions Engagement via Gamification

This paper focuses on the use of gamification in increasing the students’ engagement in the online sessions of the class. The researcher perceived significant changes in the students’ use of the online sessions because of gamification. Gamification is a new feature in the Schoolbook, the university’s learning management system (LMS). The author adopted a flipped classroom model where 50% of the class sessions are done online. At the start of the class, the students were told that the class is gamified. The game mechanics were introduced with the use of points, badges and leaderboards with the purpose of motivating students to focus also on the online part of the instruction.

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The study was conducted for one year covering the first and second semester. During the first semester, gamification was used in a French Language class and in a Basic Logic class in Philosophy during the second semester. The students answered an evaluation on the use of gamification at the end of each semester. During the conduct of the gamified online sessions, the performance of the students—in their online quizzes, online submissions, discussion forums, and reading of the lesson materials —had been very satisfactory. By and large, gamification has increased students’ engagement in the online part of the flipped classroom model. This has been clearly evident in the responses and reactions of the students to the gamification of the online sessions.


International Conference on LEARNING TECHNOLOGIES

46

Abstracts

Rolando Barrameda De La Salle University – Dasmariñas, Philippines Sherry Naz De La Salle University – Dasmariñas, Philippines Jeric Joseph Rodulfo De La Salle University – Dasmariñas, Philippines Online Chabacano Translator Filipinos are known for having several dialects. These dialects distinguish every Filipino on which area in the Philippines originated from. Chabacano is a Spanish-based creole language spoken in the Philippines. The word was derived from Spanish word which means, “poor taste”, “vulgar”, Chabacano dialect originated from Cavite. The study presented information about Chabacano de Cavite dialect through Natural Language Processing (NLP). Furthermore, this study aimed to promote and give importance to Chabacano de Cavite dialect for it once became a national language in Cavite. Today! about 22% remaining speaker in Ternate and only 3% of the population in Cavite City remain speaker. Aside from the fact that Chabacano dialect is rarely spoken in the country, only selected regions are coherent in using the language. The urgency of translator language due to the fact that no available translator application is available nowhere was the reason why the researchers chose the topic. Thus, we want to revive the golden language from the past. For these reasons, the study is to develop: an accurate and reliable tool in translating fully functional web-based Chabacano de Cavite translator that will help translate Chabacano to English language and viseversa. The “Online Chabacano Translator” is created in Java programming language. The database for the words was made from MySQL. The translator has English to Chabacano translation, Chabacano to English translation, commonly used words, dictionary and Chabacano articles. The goal of the “Online Chabacano Translator” is to translate the words the user inputs. The “Online Chabacano Translator” is for those who want to learn and understand the Chabacano language. In the survey made, most of the respondents strongly agreed that correct translation is displayed by the translator and correct sentence structure is observed after the translation.

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Abstracts 47

International Conference on LEARNING TECHNOLOGIES

Rubie Maranan Causaren, Ph.D De La Salle University – Dasmariñas, Philippines

Using Canonical Correspondence Analysis (CCA) as a tool to model habitat associations of the anuran fauna from forest fragments in Cavite, Luzon Island, Philippines

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Canonical Correspondence Analysis (CCA) is a multivariate ordination analysis technique which shows correlation among variables and can be used in different fields of studies such as business, engineering, mathematics, education and the sciences. The aim of the study was to use CCA to model the anuran-habitat associations in Cavite’s remaining forest fragments. Ecological data were from anuran surveys and detailed habitat recordings done in 84 standardized 100 x 10 m strip transects within 6 forest fragments and CCA was used to elucidate the relationship of anuran assemblage with their respective habitat characteristics. CCA of the 17 anuran species and 21 habitat covariates produced 2 axes: the 1st canonical axis was an axis of increasing forest quality as influenced by elevation while the 2nd canonical axis was an axis of increasing habitat quality towards forest interior. The niche widths and niche positions of the 17 anuran species along the axes confirmed preference for either forest habitats or riparian areas. The study shows that CCA is a very precise tool to infer ecological associations among anuran species and could be used for the same purpose in various fields of studies.


International Conference on LEARNING TECHNOLOGIES

48

Abstracts

Sandy Arief, M.Sc Universitas Negeri Semarang (UNNES) ‘Lawang Sewu Akuntansi’: Accounting-based Digital Learning in Enhancing Teacher and Student Engagement Most accounting teachers find challenges in distributing their knowledge to their students. They face difficulties to make their students come to an understanding about the given lesson. However, traditional method of teaching fails to deliver what teachers taught. It seems to be ‘out-of-date’ yet boring ways to educate students. Students demand fun and enjoyable learning activity as their lifestyle led them to this habit. In one hand, there is a very impressive take-up of technology which drive us to the digital era. Thus, it may be helpful to engage sophisticated technology and fun learning in the classroom. It is ‘Lawang Sewu Akuntansi’, a fresh idea to learn basic accounting by digital learning. The idea dragged from Lawang Sewu, a cultural heritage of Semarang. The application of this digital learning media is expected to develop innovative and imaginative learning environment, stimulate eager to learn, and enhance students understanding about accounting. ‘Lawang Sewu Akuntansi’ also help students to learn theoretically and conceptually about basic accounting. This knowledge ease them to receive advanced material. Moreover, teachers can easily evaluate how far the lesson perceived by their students. However, this concept requires integrated cooperation of teachers and students. Teachers have to play their role as player, facilitator, motivator, and evaluator. Moreover, students need to put their interest and attention toward ‘Lawang Sewu Akuntansi’. In conclusion, this Accounting-based digital learning can be an effective media to deliver accounting lesson in the classroom.

75


Abstracts 49

International Conference on LEARNING TECHNOLOGIES

Sonya V. Ch. Benu, M.Pd STKIP SoE Use of Letter Blocks Word Builder Game and Compound Words Game to Enrich Students’ Vocabularies: A Study of Writing 1 Students of STKIP SoE.

76

The objectives of this study are to improve students’ vocabularies and get their understanding in using the words. The researchers recognized from their own experience in school and absolute uselessness of vocabulary lists and tests. There was no vocabulary course that could help the students to enrich their vocabularies. Whereas, teaching vocabulary was important for the students to get familiar with the meaning of the words and the used of them in writing, instruction of teaching vocabulary should be enhanced. For this reasons, the researchers present on teaching vocabularies by using Letter Blocks Word Builder Game and Compound Word Game. Letter Blocks Word Builder Game is an online game in which the students can choose letters and form them into words while Compound Words Game is also an online game that requires the students to combine two words become one word and has its own meaning. The participants of this study are the second semester students of STKIP SoE. Quantitative approach is used to measure the effect of using the games in teaching vocabularies. The result shown that there were good effects after the students playing the games. It shown that 75 % of the students agreed to use the games, 35 % of the students said that Letter Blocks Words Builder Game was good for forming letters became words and 40 % of the students said that Compound Word Game challenged them to create more words while only the 25% rest of the students did not care with the use of the games.


International Conference on LEARNING TECHNOLOGIES

50

Abstracts

T. Brenda Chandrawati, ST., MT. Soegijapranata Catholic University Erdhi Widyarto Nigroho, ST., MT. Soegijapranata Catholic University

A VR Based Educational Game for Studying Mathematics

Virtual reality is a technology that illustrates three dimensional environment simulated by computer. Virtual reality technology is widely used in various fields, such as medical field, architecture, entertainment and others. One example of applying virtual reality is using the game. In the game, players will be brought to play in a virtual environment so that players will feel different sensations as if they seem to be in the real world. Mathematics lesson is a lesson that most students are not interested in. Many educational experts have sought to simplify and make students love this lesson. However, the effort has still a lot of obstacles. Virtual reality technology has been attempted for mathematics learning where players will be engaged into the virtual world of mathematics. Accordingly, the player is expected to be easy to accept a math lesson.

77


International Conference on LEARNING TECHNOLOGIES


Dimas Rangga Wicaksono

Lianly Rompis, ST, MITS

Airill L. Mercurio, Ph.D

Azenith Mojica

Dr. Cristina C. Salibay

Dr. Esteban T. Salibay Jr.

Dr. Johnny A. Ching

Dr. Luis Carmelo L. Buenaventura

2

3

4

5

6

7

8

9

International Conference on LEARNING TECHNOLOGIES

Prof. Dr. Chanintron Jittawiriyanukoon

Name

1

No

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle Catholic University, Manado, Indonesia

Atma Jaya Catholic University, Jakarta, Indonesia

Assumption University, Bangkok, Thailand

Institution

INVITED SPEAKERS, PRESENTERS, AND PARTICIPANTS

LIST OF ATTENDEES

79


Dr. Mario S. Torres

Dr. Sherry Naz

Jacqueline E. Mortel

Jeric Joseph B Rodulfo

Joyce Anne Lanorio

Juanito C. Doctor Jr. MIT

Marivic Mitschek

Maryli Feliciano Rosas

Prof. Roland Lorenzo M. Ruben

Rolando B. Barrameda

Rubie Maranan Causaren Ph.D

Drs. A. Aloysius Soerjowardhana, M.Pd

11

12

13

14

15

16

17

18

19

20

21

Name

10

No

International Conference on LEARNING TECHNOLOGIES

Institution

Dian Nuswantoro University, Semarang, Indonesia

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

De La Salle University - Dasmariñas, Dasmariñas City, Phillipines

80


Eko Hadi Gunawan

Dr. Onno W. Purbo

Adi Suryani Ph.D

Dr. Ratna Jatnika

Mustofa Haffas M.Kom

Nur Utami SK, SS., M.Hum

Andree Emmanuel Widjaja Ph.D

Dr. Budi Purnomo

FX. Risang Baskara, S.S., M.Hum

Anton Subarno M.Pd

Asri Aprianti

23

24

25

26

27

28

29

30

31

32

33

International Conference on LEARNING TECHNOLOGIES

Raden Arief Nugroho SS., M.Hum

Name

22

No

Institution

Semarang State University, Semarang, Indonesia

Sebelas Maret University, Surakarta, Indonesia

Sanata Dharma University. Yogyakarta, Indonesia

Sahid Tourism Institute of Surakarta, Surakarta, Indonesia

Pelita Harapan University, Jakarta, Indonesia

Pakuan University, Bogor, Indonesia

Padjadjaran University, Bandung, Indonesia

Padjadjaran University, Bandung, Indonesia

Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia

Indonesia

Gadjah Mada University, Yogyakarta, Indonesia

Dian Nuswantoro University, Semarang, Indonesia

81


Bambang Triatma

Sandy Arief M.Sc

Dr. Dave A Marcial

Albertus Yoga Widiantoro, S.Kom., M.Kom

Andreas Setiawan

Cecilia Titiek Murniati, M.A., Ph.D

Christine Ayu Wulandari

Dr. Ekawati M Dukut M.Hum

Edwin Leonardo

Emilia Ninik Aydawati S.Pd.,M.Hum

Erdhi Widyarto ST., MT

Kenny Irene Elizabeth Sely

35

36

37

38

39

40

41

42

43

44

45

Name

34

No

International Conference on LEARNING TECHNOLOGIES

Institution

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Silliman University, Dumaguete, Phillipines

Semarang State University, Semarang, Indonesia

Semarang State University, Semarang, Indonesia

82


Prof. Dr. Ridwan Sanjaya, SE., S.Kom, MS-IEC

T Brenda Chandrawati ST., MT

Yedija Prima Putra

Andi Rizki Fauzi S.Pd.,M.Hum

Sonya V. Ch. Benu M.Pd

Muhammad Arief Budiman

Dra. Dina Mustafa M.Sc

Dr. Ku Azam Tuan Lonik

Prof. Fatimah B Puteh

Joseph Ma. Steven S. Cabalo

Prof. Lynie Bernardino Dimasuay

47

48

49

50

51

52

53

54

55

56

57

International Conference on LEARNING TECHNOLOGIES

Naftalia Calista Putri

Name

46

No

Institution

University of the Philippines Los Ba単os, Los Ba単os, Phillipines

University of the Philippines Los Ba単os, Los Ba単os, Phillipines

Universiti Teknologi Malaysia, Johor, Malaysia

Universiti Sains Malaysia, Penang, Malaysia

Universitas Terbuka, Indonesia

Universitas PGRI Semarang, Semarang, Indonesia

STKIP SoE, Soe, East Nusa Tenggara, Indonesia

Stipary Tourism Academy, Yogyakarta, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

Soegijapranata Catholic University, Semarang, Indonesia

83


Youngstown State University, Youngstown, Ohio, U.S.A.

Widyatama University, Bandung, Indonesia

Eka Angga Laksana, S.Kom., M.Cs

60

61 Dr. Kristine L Blair

University of the Sacred Heart, Tokyo, Japan

Prof. Dr. Mikio Fuse

59

University of the Philippines Los Baños, Los Baños, Phillipines

Institution

Rico Antigua

Name

58

No

International Conference on LEARNING TECHNOLOGIES

84


LIST OF COMMITTEE MEMBERS

Name

Job Description

1

Prof. Dr. Ridwan Sanjaya

Steering Committee

2

Prof. Dr. Andreas Lako

Steering Committee

3

Cecilia Titiek Murniati, Ph.D

Chairperson

4

F. Roswari

Secretary

5

Florencia Devina Sari

Secretary

6

Melina Augustin

Secretary

7

Rini Kushambrini

Treasurer

8

Henry Ernanto

Publication

9

Dr. Kristiana Haryanti

Event

10

Lucia Yeni Kustriyaningsih

Event

11

RR Ellsa Puspita S

Event

12

Naftalita Christi Putri

Event

13

Albertus Yoga

Logistics and Technology

14

Liwu Handoko

Logistics and Technology

15

Michael Jonathan Soetjipta

Logistics and Technology

16

D. Reynard Darmawan

Logistics and Technology

17

Lydia Natalia Kristiani

Registration

18

Adam

Transportation

19

Hartanto

Transportation

20

Benny D. Setianto

Fundraising

85 International Conference on LEARNING TECHNOLOGIES

No


No

International Conference on LEARNING TECHNOLOGIES

86

Name

Job Description

21

Andreas Setiawan

Fundraising

22

Evelyn Vania Boentoro

Fundraising

23

Dr. B. Harnadi

Reviewers

24

Dr. Antonius Suratno

Reviewers

25

Dr. Heny Hartono

Reviewers

26

Dr. Kristine L. Blair

Reviewers

27

Dr. Ekawati Dukut

Reviewers

28

Dr. Dave E. Marcial

Reviewers

30

Chanintorn Jittawiriyanukoon, D.Eng

Reviewers

31

Assoc. Prof. Fatimah Bt. Puteh

Reviewers

32

Lucia Yeni Kustriyaningsih

Food and Beverage

33

Adeane Yuna

Food and Beverage

34

Kezia Carolina

Food and Beverage

35

Edwin Leonardo

Liaison

36

Ricard Simon Sianturi

Liaison

37

Anita Angelina

MC

38

Karel Kristiawan

MC


Notes

International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES


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International Conference on LEARNING TECHNOLOGIES




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