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The Impact of Using the Internet of Things in Improving the Quality of Teachers' Communication and The Quality Of Education In Indonesia Rieneke Ryke Kalalo; Taransa Agasya Tutupoly; Dewi Anggreini; Gede Erik Aktama; Apriani Riyanti
Jurnal Teknologi dan Manajemen Industri Terapan Vol. 4 No. 3 (2025): Jurnal Teknologi dan Manajemen Industri Terapan
Publisher : Yayasan Inovasi Kemajuan Intelektual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55826/jtmit.v4i3.1552

Abstract

The rapid evolution of digital technology in 2026 has positioned the Internet of Things (IoT) as a cornerstone of educational reform globally, particularly in the Indonesian context. This research investigates the strategic impact of IoT integration on two critical dimensions: teacher communication quality and overall education quality. Utilizing a quantitative approach with a sample of 500 educators across various provinces in Indonesia, this study examines how IoT-enabled devices—such as smart whiteboards, wearable technology, and automated attendance systems—facilitate real-time data exchange and interpersonal engagement. The conceptual framework is grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT). Preliminary findings suggest that IoT significantly enhances communication quality by providing teachers with synchronized platforms for student-parent interaction, thereby reducing information asymmetry. Furthermore, the automation of administrative tasks through IoT enables educators to devote more time to pedagogical innovation, which directly correlates with improved educational outcomes. However, the study also identifies persistent challenges, including the digital infrastructure gap between urban and rural regions in Indonesia. This research concludes that while IoT serves as a powerful catalyst for educational excellence, its success depends on equitable access to technology and comprehensive teacher training programs.
Development of flippity-based educative game applications as a media for mathematical learning Sukiyanto; Dewi Anggreini; Zainnur Wijayanto; Adelia Putri
Jurnal THEOREMS (The Original Research of Mathematics) Vol. 9 No. 1 (2024): Volume 9 Number 1 July 2024
Publisher : Program Studi Pendidikan Matematika Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/th.v9i1.10337

Abstract

Mathematics learning is a learning process or interaction process between teachers and students which involves developing students' thinking patterns in understanding or solving existing problems so that students are expected to be able to apply them in everyday life. Educational games are currently an appropriate alternative for media development, especially mathematics learning. On this basis, this research developed a Flippity-based educational game application in mathematics learning which is expected to help improve students' quality and abilities in learning. This type of research is development research. The research model used by this researcher is the ADDIE model. Data collection in this research used observation and questionnaire methods, while the instruments used were questionnaire sheets to obtain assessments from experts and questionnaire sheets for student response data. Flippity-based educational game learning is analyzed using descriptive analysis, namely qualitative descriptive analysis and quantitative descriptive analysis. The results of this research show that the average percentage (%) given by validators is 84.5%, which is in the very feasible category, so that the Flippity-based mathematics learning media (website) is very valid and can be tested. The average percentage result (%) given by students was 93.04%, which was included in the very practical category, so the Flippity-based mathematics learning media (website) was very practical.