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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
Development of Interactive E-Worksheet Based on Gamification to Improve Digital Literacy of Junior High School Students Fitrianingsih, Nur; Sani , Khairul; Fitriati , Ita; Shandi , Shutan Arie
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.4278-4288

Abstract

This research aimed to develop an interactive electronic student worksheet (E-LKPD) based on gamification to enhance the digital literacy of junior high school students. The study was conducted using a Research and Development (R&D) design with the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. The product was validated by experts in media and material, obtaining feasibility percentages of 92% and 90% respectively, which were categorized as "very feasible." Data were collected through pretest, posttest, and response questionnaires to measure students’ improvement in digital literacy. The results showed an average N-gain score of 0.74, categorized as "high," indicating a significant increase in students’ digital literacy skills after using the developed E-LKPD. Students also responded positively to the interactive features and gamification elements, which increased their engagement and motivation in learning activities. In conclusion, the interactive E-LKPD based on gamification is effective, feasible, and practically applicable for classroom use in improving digital literacy among junior high school students.
Aplikasi Almihjam sebagai Media Edukasi Titik Bekam untuk Peningkatan Literasi Kesehatan Masyarakat Bima Fitriati, Ita; Cahyadi, Anggih Tri; Suryani, Lili; Ghazali, Muhammad
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.11052

Abstract

Low health literacy impacts individuals' ability to make decisions, access services, and understand medical information. Improving health literacy is a critical priority for improving the quality of life for communities, including in Bima Regency-NTB. However, health literacy studies are still limited, both in the development of measurement tools and educational media, necessitating innovations tailored to local needs. This research responds to this situation by developing the Almihjam application, a digital educational media for cupping therapy, as cupping is a popular traditional treatment in Bima. The research objective is to produce a valid, effective, and publicly accepted cupping education application, thereby improving health literacy and encouraging safe cupping practices in accordance with local medical and cultural principles. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation). Expert validation results showed a feasibility score of 78.5%, indicating the application is feasible. Health literacy data shows that the community has positive knowledge and attitudes toward cupping, although its practice is still limited. User response has been very high, with average ratings of satisfaction, content clarity, and feature usefulness above 95%. Thus, the Almihjam app has the potential to be an effective digital innovation for improving health literacy among the Bima community.
Web-Based Information Systems for Political Parties and Community Organizations Using Extreme-Programming Methods Yassir, Muhammad; Gafur; Suhada, Sitti; Fitriati, Ita
Jurnal Teknik Vol 21 No 2 (2023): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v21i2.426

Abstract

Badan Kesatuan Bangsa dan Politik is expected to be able to carry out its tasks and functions as a promoter of government affairs in the area of national unity and politics. However, there is still a frequent process of verification of registration files of association organizations and political parties, which is interrupted so that the registration process becomes obstructed. There are no available data on the existence and management of both social organizations and political parties. Delivery of accountability reports for political party funds is always late so the financial administration process is hampered, causing low budget absorption. Delivery of data desks of elections of heads of district or general elections is still manual, so late incoming reports cause information to the leadership to be unupdated. The research is aimed at building a web-based information system that provides registration, verification and filing features for political parties and association organizations. The method used is Extreme Programming with phases of planning, design, encoding, and testing. The results of this study resulted in a reliable and easy-to-use information system and showed 100% accuracy of the black box test results.
Pengembangan Aplikasi Pengelolaan Data Kegiatan Dosen Berbasis Android Pada Program Studi Pendidikan Teknologi Informasi Ita Fitriati; Idiatul Fitra
Journal of Computer Science and Technology (JOCSTEC) Vol 2 No 3 (2024): JOCSTEC - September
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jocstec.v2i3.411

Abstract

Kurangnya keterbukaan dalam pelaporan kegiatan dosen dapat menghambat pengembangan kerjasama dan kolaborasi antara dosen, mahasiswa, pimpinan maupun pihak luar. Tanpa informasi yang mudah diakses, potensi untuk pertukaran pengetahuan dan pengalaman antar anggota akademis menjadi terbatas. Sistem manual atau tidak terintegrasi dalam pengelolaan data kegiatan dosen dapat menyebabkan ketidakefisienan. Tujuan dari penelitian ini adalah untuk mengetahui efisiensi pengembangan aplikasi pengelolaan data kegiatan dosen pada program studi pendidikan teknologi informasi berbasis Android sehingga dapat memudahkan dosen dalam menginput data kegiatan dalam satu platform. Tahapan dalam pengembangan aplikasi ini meliputi 4 tahapan yaitu, (1) Tahap Analisis kebutuhan, (2) Desain Aplikasi, (3) Penyusunan kode program, dan (4) Pengujian. Validasi dilakukan untuk mengetahui kelayakan aplikasi yang dikembangkan. Uji coba dilakukan pada 2 ahli media dan 6 dosen sebagai pengguna aplikasi. Hasil dari penelitian ini menunjukan kualitas aplikasi pengelolaan data kegiatan dosen berbasis android termasuk dalam kategori sangat layak , berdasarkan persentase penilaian ahli media sebesar 74% dan 62% serta penilaian pengguna terhadap aplikasi diperoleh persentase penilaian sebesar 77,3%.
Design Of An Expert System To Diagnose Diseases In Onion Plants Using The Web-Based Dempster Shafer Method Suryadin, Suryadin; Nur Fitrianingsih; Ita Fitriati
Engineering: Journal of Mechatronics and Education Vol. 1 No. 1 (2024): Engineering: Journal of Mechatronics and Education
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/mechatronics.v1i1.47

Abstract

This study aims to design a website-based shallot disease expert system and determine the feasibility level of the website. The final result of this research is an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a case study web at the Monta District Agriculture UPTD which has been tested for feasibility. This research uses the R&D method with the Waterfall model. The stages in this study include five stages, namely (1) requirements stage, (2) design, (3) coding, (4) program testing, and (5) maintenance. with a sample of shallot farmers in the District of Monta, as many as 25 people were counted in small-group trials and large-group trials. The instrument used is a Questionnaire containing questions, with Data Analysis Techniques using a Likert scale. The results of this study are (1) an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a web case study at the UPTD Agriculture, Monta District; (2) the quality of the designed website-based shallot disease expert system is included in the very feasible category in terms of content and in terms of appearance, this is based on website feasibility assessments from material experts with a percentage of 93.3% and user ratings with a percentage of 95.5%, an expert system for diagnosing diseases in shallot plants using the web-based Dempster Shafer method in a case study at the Monta District Agriculture UPTD was declared very feasible to use.
Transformasi kemampuan analisis statistik mahasiswa UIN Mataram melalui pelatihan software JASP Ghazali, Muhammad; Zohri, Muhammad; Lestari, Juwita; Purnamasari, Ramdani; Fitriati, Ita
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 2 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i2.22540

Abstract

Statistical data analysis is the process of examining, cleaning, transforming, and modeling data with the aim of discovering useful information, drawing conclusions, and supporting decision-making. This process involves various statistical techniques and methods applied to data to understand, explain, and predict phenomena. Skills like these are greatly needed by students. Therefore, training in the use of the open-source statistical application JASP is necessary to enhance the statistical data analysis capabilities of UIN Mataram students, especially those in their final semester. This community service activity aims to introduce and train the use of JASP as a free and license-free alternative for statistical data analysis, considering the limitations of accessibility and ethical issues surrounding the use of paid software like SPSS in academic environments. The training methodology includes theoretical sessions and practical application of JASP, focusing on multiple linear regression analysis and path analysis. An initial survey showed that only 25% of final-semester students were familiar with open-source applications like JASP. After the training, there was a significant increase in understanding and application of JASP, with 85% of participants showing improved competence. These results demonstrate the importance of training in open-source statistical applications to support student academic research and strengthen academic integrity within the Islamic university environment. This study provides insights into ethical and affordable statistical software alternatives and highlights the importance of analytical skills in higher education.
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.