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All Journal Jurnal Teknik JKTP: Jurnal Kajian Teknologi Pendidikan Pendas : Jurnah Ilmiah Pendidikan Dasar JMM (Jurnal Masyarakat Mandiri) SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Prosiding Seminar Nasional Riset Kuantitatif Terapan 2017 JURNAL INSTEK (Informatika Sains dan Teknologi) JURNAL PETIK JISIP: Jurnal Ilmu Sosial dan Pendidikan Jurnal TAMBORA Bitnet: Jurnal Pendidikan Teknologi Informasi JURNAL PENDIDIKAN MIPA Riayah: Jurnal Sosial dan Keagamaan JIIP (Jurnal Ilmiah Ilmu Pendidikan) IJECA (International Journal of Education and Curriculum Application) ABSYARA: Jurnal Pengabdian Pada Masyarakat Bima Abdi: Jurnal Pengabdian Masyarakat JagoMIPA: Jurnal Pendidikan Matematika dan IPA EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi DIKSI: Jurnal Kajian Pendidikan dan Sosial JUSTIN (Jurnal Sistem dan Teknologi Informasi) Inverted Jurnal Informatika Teknologi dan Sains (Jinteks) Journal of Educational Sciences Kreasi: Jurnal Inovasi dan Pengabdian Kepada Masyaraka Jurnal Fokus Elektroda (Energi Listrik, Telekomunikasi, Komputer, Elektronika dan Kendali) Jurnal Pendidikan dan Media Pembelajaran Journal Of Computer Science And Technology Journal of Manufacturing and Enterprise Information System Jurnal Pendidikan Teknologi Informasi (JUKANTI) Council: Education Journal of Social Studies Engineering: Journal of Mechatronics and Education EDUCATIONAL: Jurnal Inovasi Pendidikan dan Pengajaran Expert Net: Exploration Journal of Technological Education Trends Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi INOVTEK Polbeng - Seri Informatika Jurnal Inovasi dan Teknologi Pembelajaran
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Effectiveness of Using Mit App Inventor at STKIP Taman Siswa Bima Putri, Meirizka Hani; Jannah, Miftahul; Fitriati, Ita; Ridwan, Ridwan
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 12, No 2 (2024)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v12i2.76628

Abstract

Effectiveness of Using Mit App Inventor at STKIP Taman Siswa Bima Media learning must be a bridge between teachers and students so that the learning process can run well and the transfer of knowledge carried out by teachers can be conveyed well. In order for the process of teaching and learning activities to be more effective, learning media is needed as a supporting tool. A physical medium, such as a book, movie, video, etc., is referred to as learning media. In the early history of learning, media was only a tool used by someone to provide explanations about material, learning media can also increase their motivation to learn, and clarify and simplify learning concepts. Choosing learning media is very important because learning media must be appropriate to the conditions and level of students' understanding. Conventional learning media will make students bored with lessons, especially if in class learning only focuses on teachers and books, therefore the learning process that is carried out must be up-to-date and provide good results, that's the kind of learning media that should be used. . The research method used in this research is Quantitative Descriptive. Data collection was carried out by distributing questionnaires to students of the STKIP Taman Siswa information technology education study program. The results of this research indicate that the use of Mit App Inventor in the information technology education study program is effective. The first indicator, namely "Platform Quality" gets a percentage of 75% in the "Effective" category, the second indicator "Student Understanding" gets a percentage of 78% in the "Effective" category, the third indicator "Student Preferences" gets a percentage of 73% in the "Effective" category" and the fourth indicator "Benefits obtained" got a percentage of 79% in the "Effective" category. It can be said that Mit App Inventor has good quality, is easy to understand, can provide good benefits to the learning process and is suitable for use as a learning medium in information technology education study programs.
Pengembangan E-Book Berbasis Model TaRL (Teaching at The Rigth Level) sebagai Bahan Ajar dalam Pembelajaran Literasi Dasar Membaca di Sekolah Dasar Ahyar, Ahyar; Fitriati, Ita; Nurgufriani, Anita; Syarifudin, Syarifudin
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 4 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i42023p241

Abstract

The aim of this research is to determine the feasibility and effectiveness of E-Books based on the TaRL model as teaching materials in learning basic reading literacy at elementary school level. The Teaching at The Right Level (TaRL) model is a model used to improve a person's reading ability according to their reading ability level. TaRL has been empirically proven to be able to improve students' reading abilities. This research was designed using the Research & Development method, Design Based Research model. Data was obtained using questionnaire instruments, observations and interviews. Questionnaires are needed to validate media and materials followed by interviews. The results of this research are in the form of an E-Book product which contains basic reading literacy learning packages for each reading ability level group. The results of product validation tests by media experts show that this E-Book is valid with several notes. Meanwhile, the results of validation tests by material experts show that this E-Book is valid, provided that its contextual value is increased by local stories typical of the local area. This e-book is also effective based on limited response from those who use it on a small scale. Thus, E-Books with the TaRL model are declared very suitable and effective for use in learningAbstrakTujuan penelitian ini yakni untuk mengetahui kelayakan dan efektivitas E-Book berbasis model TaRL sebagai bahan ajar dalam pembelajaran literasi dasar membaca pada jenjang SD. Model Teaching at The Right Level (TaRL) merupakan model yang digunakan untuk meningkatkan kemampuan membaca seseorang sesuai tingkat kemampuan baca. TaRL terbukti secara empiris mampu meningkatkan kemampuan baca pebelajar. Penelitian ini didesain menggunakan metode Research & Development model Design Based Research. Data diperoleh dengan menggunakan instrumen kuisioner, observasi dan wawancara. Kuisioner diperlukan untuk validasi media maupun materi yang dilanjutkan dengan wawancara. Hasil penelitian ini berupa produk E-Book yang memuat paket pembelajaran literasi dasar membaca untuk masing-masing kelompok tingkat kemampuan membaca. Hasil uji validasi produk oleh ahli media menunjukkan bahwa E-Book ini valid dengan beberapa catatan. Sementara hasil uji validasi oleh ahli materi diketahui bahwa E-Book ini valid dengan catatan supaya nilai kontekstualnya bertambah dengan cerita lokal khas daerah setempat. E-Book ini juga efektif berdasarkan tanggapan terbatas dari yang memanfaatkan dalam skala kecil. Dengan demikian E-Book dengan model TaRL dinyatakan sangat layak dan efektif untuk digunakan dalam pembelajaran.
SISTEM INFORMASI LAPORAN AKUNTABILITAS KINERJA INSTANSI PEMERINTAH MUHAMMAD YASSIR; AGUNAWAN, AGUNAWAN; GAFUR, GAFUR; ABD. RAHMAN; ITA FITRIATI
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 9 No 1 (2024): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v9i1.46422

Abstract

Penelitian ini membahas implementasi sistem informasi Laporan Akuntabilitas Kinerja Instansi Pemerintah (LAKIP) berbasis elektronik di Kabupaten Polewali Mandar sebagai bagian dari upaya reformasi birokrasi. Metode Waterfall digunakan dalam pengembangan sistem ini, yang melibatkan tahap identifikasi masalah, perancangan sistem menggunakan Unified Modeling Language (UML), implementasi, dan pengujian menggunakan metode black box testing. Hasilnya adalah sebuah sistem yang memungkinkan pengelolaan data LAKIP secara efisien dan transparan, dengan antarmuka yang user-friendly dan pengujian yang memastikan kinerja yang sesuai. Sistem ini diharapkan dapat membantu meningkatkan kinerja pemerintah melalui peningkatan transparansi, efisiensi, dan integrasi dalam pengelolaan kinerja instansi pemerintah.
Perancangan Media Pembelajaran Perakitan Komputer Berbasis Android untuk Meningkatkan Kemampuan Kognitif Siswa Shutan Fitrah Arthadi; Ita Fitriati; Ahyar Ahyar
Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi Vol 1 No 3 (2023): Edisi Oktober
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/inventor.v1i3.1172

Abstract

This study aims to design android-based computer assembly learning media and determine the feasibility of android-based computer assembly learning media. The end result of this research is Android-Based Computer Assembling Learning Media to Improve Students' Cognitive Abilities that have been tested for feasibility. This study uses the R&D method with the waterfall model. The stages in this study include five stages, namely (1) the requirements stage (needs analysis), (2) design, (3) coding (writing program code), (4) Testing (product testing). ), and (5) maintenance (product maintenance). Based on the final assessment of the material experts with a percentage of 82.5% stated that the android-based computer assembly learning media that had been developed was declared feasible. Meanwhile, the final result of the assessment of small group respondents on Android-based computer assembly learning media with a percentage of 89.1% was stated to be Very Feasible. The final result of the large group respondent's assessment of the android-based computer assembly learning media with a percentage of 88.7% was stated to be Very Feasible. Based on the results of the analysis of the average percentage (%) pre-test and post-test results involving 30 students who were taken randomly consisting of 3 classes (X TKJ 1, X TKJ 2 and X TKJ 3) to get a percentage of 96.7% included in Very Good category. Abstrak Penelitian ini bertujuan untuk merancang media pembelajaran perakitan komputer berbasis android dan mengetahui tingkat kelayakan media pemebalajaran perakitan komputer berbasis android. Hasil akhir dari penelitian ini adalah media pembelajaran perakitan komputer berbasis android untuk meningkatkan kemampuan kognitif siswa yang telah teruji kelayakannya. Penelitian ini menggunakan metode R&D dengan model waterfall Tahapan dalam penelitian ini meliputi lima tahapan, yaitu (1) tahap requirement (analisis kebutuhan), (2) design, (3) coding (penulisan kode program), (4) Testing (uji coba produk), dan (5) maintenance (pemeliharaan produk). Berdasarkan penilaian akhir dari Ahli materi dengan persentase 82,5% menyatakan bahwa media pembelajaran perakitan komputer berbasis android yang telah dikembangkan dinyatakan Layak. Sedangkan hasil akhir dari penilaian responden kelompok kecil terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 89,1% dinyatakan Sangat Layak. Hasil akhir dari penilaian responden kelompok besar terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 88,7% dinyatakan Sangat Layak. Berdasarkan hasil analisis rerata persentase (%) hasil pre-test dan post-test yang melibatkan 30 siswa yang diambil secara acak yang terdiri dari 3 kelas (X TKJ 1, X TKJ 2 dan X TKJ 3) mendapatkan persentase 96,7% termasuk dalam kategori Sangat Baik.
Pengembangan Media Pembelajaran Interaktif Menggunakan Wordwall pada Mata Pelajaran TIK untuk Meningkatkan Hasil Belajar Siswa Dina Wahyuni; Nur Fitrianingsih; Ita Fitriati
Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi Vol 1 No 3 (2023): Edisi Oktober
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/inventor.v1i3.1195

Abstract

The background to this research is because the learning media still uses the Power Point application and has never used the Wordwall website learning media at SMAN 2 Woha. Students sometimes don't focus during learning, because the Power Point learning media used still seems monotonous and doesn't attract students' attention in class. Coupled with limited learning time, this causes learning objectives to be incomplete. The aim of the research is to develop the Wordwall website for use in ICT learning and to explain the Wordwall website in improving student learning outcomes in the cognitive and psychomotor domains. This research uses the ADDIE type R & D (Research and Development) research method. Data collection instruments use observation, documentation and questionnaire techniques. The respondents in this study were all students in class XI MIPA 1, totaling 34 students. The small group trial which was attended by 5 students obtained an average score of 3.6 for a percentage score of 90% with very good criteria, and the large group trial which was attended by 22 students out of a total of 34 students in class XI MIPA 1 obtained an average score of an average of 3.6 for a percentage score of 91% with very good criteria. The pretest test results with a completeness score reached 18% with incomplete criteria, while the posttest completeness score reached 71% with complete criteria. Based on the pretest and posttest results, it was seen that there was an increase in student learning outcomes in class XI MIPA 1 using Wordwall learning media. ABSTRAK Penelitian ini dilatar belakangi karena media pembelajaran masih menggunakan aplikasi Power Point dan belum pernah menggunakan media pembelajaran website Wordwall di SMAN 2 Woha. Siswa terkadang tidak fokus saat pembelajaran berlangsung, karena media pembelajaran Power Point yang digunakan masih terkesan monoton dan kurang menarik perhatian siswa saat di dalam kelas. Ditambah dengan waktu dalam pembelajaran yang terbatas, sehingga menyebabkan tujuan pembelajaran menjadi tidak tuntas. Tujuan penelitian adalah untuk mengembangkan website Wordwall yang digunakan pada pembelajaran TIK dan untuk menjelaskan website Wordwall dalam meningkatkan hasil belajar siswa pada ranah kognitif dan psikomotorik. Penelitian ini menggunakan metode penelitian R & D (Research and Development) jenis ADDIE. Instrumen pengumpulan data menggunakan teknik observasi, dokumentasi, dan kuesioner. Responden pada penelitian ini seluruh siswa kelas XI MIPA 1 yang berjumlah 34 siswa. Uji coba kelompok kecil yang diikuti oleh 5 siswa memperoleh nilai rata-rata 3,6 untuk nilai persentase 90% dengan kriteria sangat baik, dan uji coba kelompok besar yang diikuti oleh 22 siswa dari total 34 siswa di kelas XI MIPA 1 memperoleh nilai rata-rata 3,6 untuk nilai persentase 91% dengan kriteria sangat baik. Hasil uji pretest dengan nilai ketuntasan mencapai 18% dengan kriteria tidak tuntas sedangkan untuk nilai ketuntasan posttest mencapai 71% dengan kriteria tuntas, berdasarkan hasil pretest dan posttest terlihat ada peningkatan hasil belajar siswa di kelas XI MIPA 1 dengan menggunakan media pembelajaran Wordwall.
Perancangan Aplikasi Presensi berbasis QR Code untuk Efisiensi Manajemen Kehadiran Siswa MAN 1 Bima Fitriati, Ita; fitrianingsih, nur; Ilyas, Ilyas; Wahyudin, Wahyudin
Inverted: Journal of Information Technology Education Vol 3, No 2: Juli 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v3i2.20919

Abstract

Currently the presence system must begin to be implemented in schools that uphold school administration management improvements in order to produce superior schools. One of the schools that upholds these improvements is MAN 1 Bima located in Bima Regency, West Nusa Tenggara, which is also a research location and implementation of the developed product. The objectives of the research include: 1) Designing a QR code-based student attendance application and knowing the feasibility level of the application. 2) Measuring the efficiency of the successful implementation of the attendance application in improving student attendance management at MAN 1 Bima. This research uses the RD method. The stages in this study include four stages, namely (1) planning, (2) design, (3) coding, (4) testing. The product has gone through the Validation stage to determine the feasibility of the designed application, which was carried out on 2 media expert validators with a Validation value of 84% (very feasible category), while product implementation was carried out on teachers and students at MAN 1 Bima, with an average result of 90%. The efficiency of student attendance management includes 9 items of assessment instruments as much as 87% Saat ini sistem presensi  harus mulai diterapkan pada sekolah sekolah yang menjunjung tinggi perbaikan manajement administrasi sekolah dalam rangka menghasilkan sekolah yang unggul, Salah satu sekolah yang menjunjung perbaikan tersebut adalah MAN 1 Bima yang berada di Kabupaten Bima Nusa Tenggara Barat, yang sekaligus menjadi lokasi penelitian dan implementasi dari produk yang dikembangkan. Tujuan dari penelitian diantaranya: 1) Merancang aplikasi absensi siswa berbasis QR code dan mengetahui tingkat kelayakan aplikasi. 2) Mengukur Efisiensi keberhasilan implementasi aplikasi abensi pada perbaikan manajemen kehadiran siswa MAN 1 Bima. Penelitian ini menggunakan Metode RD. Tahapan dalam penelitian ini meliputi empat tahapan, yaitu (1) planning (perencanaan), (2) desain, (3) coding (pengkodean), (4) Pengujian. Produk telah melalui tahap Validasi untuk mengetahui kelayakan aplikasi yang dirancang, yang dilakukan terhadap 2 validator ahli media dengan nilai Validasi sebesar 84% (kategori sangat layak), sedangkan implementasi produk dilakukan terhadap guru maupun siswa di MAN 1 Bima, dengan hasil rerata 90%. Adapun Efisiensi manajemen kehadiran siswa meliputi 9 item instrument penilaian sebanyak 87 %.
Development of Interactive Multimedia to Improve Digital Literacy In Understanding The Concept of Informatics Learning at SMPN 1 Monta Syahraini Putri; Ita Fitriati; Wahyudin, Wahyudin; Ahyar, Ahyar
Expert Net: Exploration Journal of Technological Education Trends Vol. 1 No. 2 (2024): Edisi Desember
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/expertnet.v1i2.175

Abstract

The development of technology in the digital era has changed the way students learn today, they tend to have greater access to electronic devices, the internet, and various digital media, so that learning styles are more responsive to learning that uses technology. Learning media is used as one of the tools to increase interaction between educators and students in the learning process. The lack of learning media in the learning process results in the failure to achieve learning objectives. This study aims to describe the development process, validity, practicality, and effectiveness of interactive multimedia using the Smart Apps Creator application for use in informatics learning at SMPN 1 MONTA Class VIII. The development model used in this study is the ADDIE development model. Based on the assessment of material expert I, the percentage obtained was 88.24% and Material Expert II, the percentage obtained was 79.41%. Based on the validation assessment of media expert I with the percentage obtained was 93.75% and media expert II, the percentage obtained was 91.25%, that all media experts stated that interactive multimedia to improve understanding of informatics learning concepts at SMPN 1 MONTA that had been developed was declared very feasible for use. Meanwhile, the increase in digital literacy before and after the student test was carried out with an average score of 55.1 (before) and 84 (after).
Implementation of Ibis Pain X Application in Fashion Design Learning Based on Students' Learning Interests Raudatul Jannah; Fitriati, Ita; Irawati, Ika; Fitrianingsih, Nur; Nurhairunnisah
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/661f3e36

Abstract

This study aims to examine the use of the Ibis Paint X application in fashion design learning to enhance the interest and learning outcomes of Grade X Fashion Design students at Vocational High School 1 Monta. This research is the first study to directly implement Ibis Paint X in the context of fashion design education at a vocational school. The study is motivated by the low student interest in manually drawing designs and the limited availability of digital learning media. The research employed an experimental method with a One-Group Pretest -Posttest design, involving 9 purposively selected students. Data were collected through observation, pretest, posttest, and a Likert scale questionnaire. The paired sample t-test results showed a significant improvement (p = 0.000 < 0.05), with the average pretest score of 51.1 and posttest score of 91.1. A Cohen’s d value of 4.00 indicates a very large effect. The average score of the learning interest questionnaire was 4.45, indicating a high category. These findings demonstrate that Ibis Paint X is effective in increasing student engagement, motivation, and learning outcomes. The results encourage vocational school teachers to integrate Ibis Paint X into the fashion design software syllabus as an innovative and contextual digital learning medium.
Pengembangan Media Koper Digital IPA Berbasis Android Untuk Meningkatkan Hasil Belajar Ambarwati, Nining; Fitriati, Ita; Hardiansyah, Hardiansyah; Ramli, Ramli; Firdaus, Firdaus
Journal of Manufacturing and Enterprise Information System Vol. 3 No. 1 (2025): Journal of Manufacturing and Enterprise Information System (April 2025)
Publisher : Politeknik STMI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52330/jmeis.v3i1.417

Abstract

Kurangnya media pembelajaran berbasis teknologi di SMPN 4 Woha berdampak pada rendahnya motivasi belajar siswa. Proses pembelajaran yang masih manual dan monoton menjadi hambatan utama dalam menciptakan lingkungan belajar yang menarik dan efektif. Hasil observasi awal menunjukkan bahwa hanya 40% siswa yang memiliki motivasi tinggi dalam pembelajaran IPA. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Android bernama Koper Digital IPA yang dapat meningkatkan motivasi belajar siswa kelas VIII-1 di SMPN 4 Woha di Bima. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan model Rapid Application Development (RAD). Data dikumpulkan melalui observasi, wawancara, dan kuesioner, melibatkan 20 siswa kelas VIII-1 sebagai sampel penelitian. Validasi dilakukan oleh dua ahli media dan dua ahli materi, serta diikuti dengan uji coba kelompok kecil dan besar pada siswa. Data dianalisis secara kuantitatif menggunakan perhitungan skala Likert dan statistik deskriptif. Hasil validasi produk dan data kuisioner siswa digunakan untuk menilai efektivitas media pembelajaran. Media pembelajaran ini dinyatakan sangat layak oleh ahli media (skor rata-rata 4,8 atau 96%) dan ahli materi (skor rata-rata 4,6 atau 92%). Uji coba pada siswa menunjukkan peningkatan motivasi belajar sebesar 35%, dari rata-rata awal 60% menjadi 95% setelah menggunakan media pembelajaran. Hal ini menunjukkan bahwa Koper Digital IPA efektif meningkatkan motivasi belajar siswa.
Pengembangan Aplikasi Cerita Rakyat Sape untuk Meningkatkan Literasi Budaya Generasi Muda di Kecamatan Sape Ramadhan, Ardi; Ahyar; Fitrianingsih, Nur; Fitriati, Ita; Hakim, Arif Rahman
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3162

Abstract

Abstrak Perkembangan pesat dalam ranah teknologi informasi dan komunikasi telah menghadirkan pergeseran fundamental dalam tatanan kehidupan manusia, termasuk dalam lingkup pendidikan. Temuan peneliti di lapangan menunjukkan bahwa masih banyak generasi muda Sape yang tidak mengetahui tentang cerita rakyat setempat. Penelitian ini bertujuan untuk mengembangkan aplikasi Cerita Rakyat berbasis Android sebagai media literasi budaya dalam upaya melestarikan cerita rakyat Sape. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Aplikasi dikembangkan menggunakan platform Kodular dan divalidasi oleh dua ahli media. Uji coba dilakukan terhadap 25 pemuda berusia 15–24 tahun dengan metode pretest dan posttest. Hasil validasi menunjukkan tingkat kelayakan sebesar 88,89%, sedangkan hasil uji efektivitas menunjukkan peningkatan skor literasi budaya dengan nilai N-gain rata-rata sebesar 0,64 yang termasuk kategori sedang menuju tinggi. Penelitian ini membuktikan bahwa aplikasi Cerita Rakyat efektif sebagai sarana edukasi dan pelestarian budaya lokal. Lebih dari itu, integrasi teknologi digital dengan konten budaya lokal memiliki potensi jangka panjang sebagai strategi kultural untuk memperkuat identitas lokal secara berkelanjutan dan lintas generasi di tengah arus globalisasi. Aplikasi ini juga berfungsi sebagai sarana dokumentasi budaya yang dapat direplikasi di daerah lain, serta mendorong keterlibatan generasi muda dalam pelestarian nilai budaya melalui media digital yang adaptif dan inklusif. Kata Kunci: Teknologi Informasi, Pelestarian Budaya, Cerita Rakyat, Aplikasi Android, Literasi Budaya   Abstract The rapid advancement of information and communication technology has brought fundamental changes to human life, including in the field of education. Field findings indicate that many young people in Sape are still unfamiliar with their own local folktales. This study aims to develop an Android-based application called Cerita Rakyat as a cultural literacy tool to help preserve the region’s folktales. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The application was developed using the Kodular platform and validated by two media experts. It was tested on 25 youth aged 15–24 using a pretest and posttest approach. Validation results showed a feasibility rate of 88.89%, while effectiveness testing revealed an increase in cultural literacy scores, with an average N-gain value of 0.64, categorized as medium to high. The findings confirm that the Cerita Rakyat application is effective as an educational tool and a means of preserving local culture. Furthermore, integrating digital technology with local cultural content has long-term potential as a cultural strategy to strengthen local identity in a sustainable and intergenerational manner amidst globalization. The application also serves as a digital cultural documentation tool that can be replicated in other regions, encouraging youth engagement in preserving cultural values through inclusive and adaptive digital media. Keyword: Information Technology, Cultural Preservation, Folklore, Android Application, Cultural Literacy
Co-Authors A. Gafar Hidayat Abd. Rahman Afriani Afriani Agunawan, Agunawan Agustinasari Agustinasari Ahyar Ahyar Ahyar Ahyar Ahyar Ambarwati, Nining Amelia Putri Anggih Tri Cahyadi Anita Nurgufriani Ardi Ramadhan Arif Akbar Arif Rahman Hakim Didi Pratama Putra Dina Wahyuni Dina Wahyuni Endang Susilawati Faiz, Muhammad Firdaus Firdaus Fitri Marwahdiyanti Fitri Ningsi Gafur Gafur Gafur, Gafur Ghazali, Muhammad Ghazali, Muhammad Hairunisa Hairunisa, Hairunisa Hardiansyah Hardiansyah A.R Hardiansyah Hardiansyah Harmikam, Ika I Made Tegeh I Wayan Santyasa Idiatul Fitra Ika Irawati Ilyas Ilyas Ilyas Ilyas Irawati, Ika Khairul Sani Kurrata A’yunin Lestari, Juwita Lili Suryani Maani Maani Mariamah Mariamah Miftahul Jannah Muhammad Ghazali Muhammad Ghazali Muhammad Ghazali Muhammad Nasihah Muhammad Ridwan Muhammad Yassir Muhammad Yunan Muhammad Zohri, Muhammad Muhammad, Muhammad Muslim Mustakim Mustakim Nur Fitrianingsih Nurfidari Nurhairunnisah, Nurhairunnisah Nurhoyati Nurhoyati Nurjumiati Nurjumiati Nurmansyah Nurmansyah Nurmansyah Nurmansyah, Nurmansyah Nursiwa, Miftahul Jannah Nurul Uyun Putri, Meirizka Hani Rahmi Rahmi Ramadhan, Ardi Ramdani Purnamasari Ramli Ramli Ramli Ramli Raudatul Jannah Raudatul Jannah Ridwan, Ridwan Shutan Arie Shandi Shutan Fitrah Arthadi Shutan Fitrah Arthadi Sitti Suhada Sri Hardiningsih Suciyati Suciyati Sukmawati Sukmawati Suriya Ningsyih Suryadin, Suryadin Syahraini Putri Syahriani Yulianci Syarifudin Syarifudin Syarifudin Syarifudin Syarifudin Ulva, Mariam Wahyudin Wahyudin Wahyudin Wahyudin