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Rancang Bangun Chatbot Budaya Berbasis Web Menggunakan Platform No-Code dengan Pendekatan User Centered Design Rahmat Taufik R.L Bau; Hermila A; Sitti Suhada; Mohamad Reza Putra Faren Idris; Refly K. Batalipu
Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI) Vol 8 No 2 (2025): Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Lamappapoleonro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57093/jisti.v8i2.343

Abstract

This study addresses the need for user-friendly digital media to introduce Gorontalo’s cultural heritage to youth and tourists. We designed and developed a web-based cultural chatbot prototype (Maleo) using the Smojo platform and a User-Centered Design (UCD) approach. The method followed the UCD cycle: understanding usage context via expectation surveys, specifying functional and nonfunctional requirements, modeling interactions with use case and activity diagrams, implementing a Smojo-based prototype, and evaluating usability using the System Usability Scale (SUS). Data were collected through online questionnaires and limited user testing with local youths and visitors who had experienced Gorontalo. Results indicate a mean SUS score of 80.0 (range 62.5–100; standard deviation ≈ 12.27), placing the prototype in the excellent usability category, with clear navigation, low interaction barriers, and positive intention to reuse. The findings confirm that a UCD-driven, no-code development approach effectively produces an informative, learnable interface for local cultural contexts. Implications include enhancing onboarding, standardizing content and interoperability (via APIs), adopting multi-metric evaluations beyond SUS, and providing stakeholder analytics dashboards to strengthen the educational and promotional impacts of the platform in a sustainable manner.
Penerapan Media Pembelajaran Canva Ai Pada Mata Pelajaran Informatika Kelas X Di Sma Negeri 3 Gorontalo Utara Puluhulawa, Alda Cahyani; Hadjaratie, Lillyan; Suhada, Sitti; Koniyo, Moh. Hidayat; Kadim, Ahmad Azhar; Bouty, Abd. Aziz
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.30995

Abstract

This research aims to develop learning media using Canva as a tool to help students improve their learning outcomes in the subject of Algorithms and Programming by creating Canva AI learning media that contains content capable of visualizing the material. The method used in this research is the Research and Development development method with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The results of the feasibility test by content experts showed a feasibility score of 4.6 with the category "very valid" and by media experts with a feasibility score of 4.7 with the category "very valid." The practicality test based on teacher response data showed a percentage of 90.5% with the category "very practical" and student response data showed a percentage of 91.2% with the category "very practical." The effectiveness test showed a post-test learning outcome mastery of 82.1 with the category "very good." The effectiveness test based on the correlation sample test results from the post-test and pre-test showed 0.001 < 0.05, indicating a significant difference in student learning outcomes. Thus, it can be concluded that the application of the Canva AI learning media is feasible, practical, and effective for use in the learning process.Keywords: Learning Media, Canva AI, ADDIE, Informatics
Inovasi Pembelajaran Jaringan Komputer Dan Internet Melalui Media Komik Strip Sitti Suhada; Hermila A; Melawati Mamonto; Lillyan Hadjaratie; Nikmasari Pakaya; Eka Vickraien Dangkua; Butsiarah Butsiarah
Education and Information Technologies Vol. 1 No. 2 (2025): Desember
Publisher : AAAPublisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan media pembelajaran komik strip terhadap hasil belajar siswa pada materi jaringan komputer dan internet di SMK Negeri 1 Mopuya. Permasalahan yang diangkat adalah kurangnya variasi media pembelajaran yang digunakan guru serta rendahnya hasil belajar siswa pada materi yang bersifat abstrak dan teknis. Penelitian ini menggunakan metode kuasi eksperimen dengan desain Nonequivalent Control Group Design. Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan media komik strip dan kelas kontrol yang menggunakan metode pembelajaran konvensional. Instrumen yang digunakan berupa pretest dan posttest, serta angket validasi oleh ahli materi dan media. Hasil validasi menunjukkan bahwa media komik strip tergolong sangat layak digunakan dengan persentase kelayakan ahli materi sebesar 98% dan ahli media sebesar 92,5%. Uji kepraktisan yang dilakukan oleh siswa menunjukkan tingkat kepraktisan sebesar 92%, termasuk dalam kategori sangat praktis. Hasil belajar siswa juga menunjukkan peningkatan yang signifikan; kelas eksperimen memperoleh rata-rata posttest sebesar 88,40, lebih tinggi dari kelas kontrol sebesar 75,60. Hasil uji statistik menggunakan Paired Sample T-Test dan Independent Sample T-Test menunjukkan terdapat perbedaan signifikan antara hasil belajar siswa sebelum dan sesudah perlakuan serta antara kelas eksperimen dan kontrol. Dengan demikian, penggunaan media komik strip terbukti efektif dalam meningkatkan hasil belajar siswa, khususnya pada materi jaringan komputer dan internet. Media ini disarankan sebagai alternatif pembelajaran untuk materi yang bersifat abstrak guna meningkatkan pemahaman dan keterlibatan siswa secara aktif.
A Inorganic Waste Management as a Medium for Environmental Education and Student Creativity Development Sunardi; Jumiati Ilham; Didiet Haryadi Hakim; Sitti Suhada; Wildan; Hasmah
Vokatek: Jurnal Pengabdian Masyarakat Volume 4: Issue 1 (April 2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v4i1.936

Abstract

The problem of inorganic waste in school environments requires an educational approach that not only emphasizes knowledge but also provides practical experiences that foster students’ creativity and environmental awareness. This community service program aimed to strengthen students’ understanding of inorganic waste management and provide direct experience in transforming used materials into useful creative products. The activity was conducted at SD Negeri 1 Suwawa Selatan, Bone Bolango Regency, involving 30 fourth- and fifth-grade students. The implementation method consisted of preparation, interactive socialization, demonstration, group-based recycling practice, and descriptive evaluation through participation observation, product assessment rubrics, field notes, and documentation. The results showed positive achievements in four main aspects: students’ active involvement in discussions and practice, their ability to identify organic and inorganic waste, their initial understanding of the 3R principles (reduce, reuse, recycle), and their ability to produce simple recycled products such as flower pots, pencil holders, and photo frames from used materials. The activity also promoted teamwork, responsibility in completing products, and awareness of maintaining school cleanliness. Therefore, inorganic waste management can be used as a concrete, low-cost, applicable, and easily replicable medium for environmental education to support character education and the development of elementary school students’ creativity.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality Pada Materi Jaringan Komputer Dan Internet Dwi Novita Hasan; Muhammad Rifai Katili; Sitti Suhada; Lanto Ningrayati Amali; Mukhlisulfatih Latief; Huzaima Mas&#039;ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.440

Abstract

This study was conducted based on students’ difficulties in understanding the concepts of computer networks and the internet, due to the use of learning media that were less effective at providing concrete visualization. Therefore, this study aims to develop Augmented Reality-based interactive learning media on the computer network and internet learning materials in Senior High School (SMA) as an alternative that provides a more interactive learning experience. This study employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The study was conducted at SMA Negeri 1 Tolangohula in class X-5. The Augmented Reality-based learning media were developed using Unity, with validation by media and material experts and testing by students. The findings showed that the learning media were deemed valid, with media expert validation at 75% and material expert validation at 85%. The media were also categorized as practical, with a student practicality score of 87.76%. In addition, the AR learning media were deemed effective based on improvements in students’ learning outcomes, with an average pretest score of 52.5% and a posttest score of 83.75%, and an N-Gain score of 0.66, which was categorized as moderate. Thus, the developed AR learning media were considered feasible for use as learning media on computer networks and internet materials.
Core model of information technology governance system design in local government Lanto Ningrayati Amali; Muhammad Rifai Katili; Sitti Suhada
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 21, No 4: August 2023
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v21i4.24287

Abstract

Information technology governance (ITG) in local government is aimed at a good governance service framework. Reports produced as a result of the framework’s implementation help to improve governance’s openness, potency, and efficiency. A strong governance structure for adopting information technology (IT) is essential to ensuring its best utilization. The governance system should be properly managed to support the organization’s business. Therefore, this research aims to design an ITG system suitable for best practices using the control objectives for information technologies (COBIT) 2019 framework. The recommendations from the core model were processed based on the priority or competence level that local government entities use. It also produced a core model with capability levels of 1 and 2 that do not exist. The recommendation designated for the priority level of 3 was 17. The core model to be assigned a capability level of 4 urgently needed to be implemented was 23 core models.
Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Materi Topologi Jaringan Di Sma Negeri 1 Marisa Mahmudin Latif; Arip Mulyanto; Sitti Suhada; Tajuddin Abdillah; Rampi Yusuf; Muthia Muthia; Muchlis Polin; Lillyan Hadjaratie
Inverted: Journal of Information Technology Education Vol 6, No 1: Januari 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v6i1.32611

Abstract

Proses pembelajaran Informatika selama ini masih menggunakan media seperti buku, komputer, LCD proyektor, dan PowerPoint. Akibatnya, beberapa siswa mengalami kesulitan memahami materi topologi jaringan karena penjelasan yang diberikan guru bersifat abstrak dan visualisasi yang ditampilkan hanya berupa gambar dua dimensi. Hal ini membuat siswa harus membayangkan bentuk topologi jaringan secara mandiri, sehingga menurunkan minat dan pemahaman mereka. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis augmented reality untuk materi topologi jaringan dan menguji kelayakannya. Metode yang digunakan adalah Research and Development (RD) dengan model Four-D (Define, Design, Develop, dan Disseminate). Tiga teknik pengumpulan data yang digunakan: observasi dan wawancara untuk menganalisis kebutuhan, pengujian blackbox untuk memastikan fungsi aplikasi, serta angket untuk mengukur validitas dan kelayakan media. Validasi dilakukan oleh 1 ahli materi dan 2 ahli media, serta uji coba pada 32 siswa kelas XI Sains F SMA Negeri 1 Marisa. Hasilnya, media dinyatakan sangat valid dengan persentase penilaian ahli materi 92%, ahli media masing-masing 92% dan 84%, serta tanggapan siswa sebesar 89%. Dengan demikian, media pembelajaran ini layak diterapkan dalam proses pembelajaran.
Pengembangan Bahan Ajar Berbasis E-Modul Pada Mata Pelajaran Informatika untuk Siswa Kelas X SMA Negeri 1 Kabila Muhammad Dimas Oktaviandy Deu; Lukman A.R Laliyo; Muthia Muthia; Muhammad Rifai Katili; Sitti Suhada; Ahmad Azhar Kadim; Indhitya R. Padiku
Inverted: Journal of Information Technology Education Vol 6, No 1: Januari 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v6i1.26982

Abstract

Mata pelajaran Informatika merupakan mata pelajaran yang terdapat di Sekolah Menengah Atas (SMA) Negeri 1 Kabila. Pada mata pelajaran Informatika khususnya pada fase E terdapat elemen materi yaitu Berpikir Komputasional dan Literasi Digital. Dari hasil observasi ditemukan beberapa permasalahan dalam proses belajar mengajar pada pembelajaran Informatika, antara lain Minimnya penggunaan media pembelajaran berbasis digital di SMA Negeri 1 Kabila dalam proses pembelajaran yang digunakan guru. Kurangnya penggunaan media pembelajaran berbasis e-modul dapat mengakibatkan siswa kesulitan dalam memahami materi dan membuat materi menjadi monoton, sehingga mengakibatkan tidak tercapainya tujuan pembelajaran. Penelitian ini bertujuan untuk (1) Menggembangkan bahan ajar berbasis e-modul sebagai pelengkap sumber belajar bagi guru pada pembelajaran Informatika dan membantu proses pembelajaran agar lebih mudah. (2) Mengetahui kelayakan bahan ajar berbasis e modul pada proses pembelajaran Informatika. Penelitian dilaksanakan dengan menggunakan metode penelitian dan pengembangan Research and Development (RD) model pengembangan four-D (4D). Tahap pengembangan 4D yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan) dan Disseminate (Pendiseminasian). Adapun hasil penelitian terhadap bahan ajar berbasis e-modul yaitu Ahli materi memperoleh nilai presentase 95,5% dengan kriteria sangat layak dan Ahli media memperoleh nilai presentase 93,5% dengan kriteria sangat layak. Penggunaan bahan ajar berbasis e modul yang dikembangkan layak untuk digunakan sebagai alternatif dalam proses belajar mengajar pada pembelajaran Informatika.
Evaluasi Ux Media Pembelajaran Berbasis Ar Pada Materi Jaringan Komputer Menggunakan Metode User Experience Questionnaire Hariyati Gionte; Dian Novian; Sitti Suhada; Lillyan Hadjaratie; Ahmad Azhar Kadim; Arif Dwinanto; Ihsanulfu’ad Suwandi
Inverted: Journal of Information Technology Education Vol 6, No 1: Januari 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v6i1.32425

Abstract

Teknologi Augmented Reality mulai banyak dimanfaatkan dalam dunia pendidikan karena kemampuannya menyajikan visualisasi interaktif yang dapat meningkatkan pemahaman siswa. Penelitian ini bertujuan untuk mengevaluasi pengalaman pengguna terhadap media pembelajaran berbasis AR pada materi jaringan komputer. Metode yang digunakan ini adalah kuantitatif deskriptif dengan teknik pengumpulan data melalui kuesioner User Experince Questionnaire (UEQ). Sampel dalam penelitian ini adalah 63 peserta didik yang dipilih dengan teknik sampel jenuh. Hasil penelitian menunjukkan bahwa seluruh dimensi UX, yaitu Attractiveness, Perspicuity, Effeciency, Dependability, Stimulation dan Novelty, memperoleh nilai rata-rata di atas 2,00 pada skala -3 sampai +3 dan berdasarkan hasil benchmark nilai skala UEQ media pembelajaran berbasis AR, seluruh aspek UX yang diukur dengan UEQ Tools memperoleh kategori Excellent (sangat bagus). Temuan ini mengindikasikan bahwa media pembelajaran yang dikembangkan memberikan pengalaman pengguna yang sangat positif. Berdasarkan hasil tersebut, media ini dinilai layak digunakan dalam pembelajaran dan dapat dikembangkan lebih lanjut dengan fitur tambahan untuk meningkatkan keterlibatan siswa.
Pengaruh Project-Based Learning Berbasis Scratch terhadap Motivasi Belajar Siswa pada Mata Pelajaran Informatika Moh. Ilham Saputra Panigoro; Sitti Suhada; Arif Dwinanto; Nikmasari Pakaya; Indhitya R. Padiku
Inverted: Journal of Information Technology Education Vol 6, No 2: Juli 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v6i2.38682

Abstract

This study aims to determine the effect of the Scratch-based Project-Based Learning (PjBL) model on students' learning motivation in Informatics subjects at SMP Negeri 1 Mananggu. This research used a quasi-experimental method with a Pretest–Posttest Control Group Design. The research subjects consisted of 26 students divided into experimental and control classes. The research instrument used a learning motivation questionnaire based on the ARCS model, including Attention, Relevance, Confidence, and Satisfaction. Data analysis was conducted using descriptive and inferential statistics with the help of SPSS. The results showed that students' learning motivation in the experimental class increased significantly compared to the control class. The Independent Samples t-test showed a significance value of less than 0.05, indicating a significant difference between the two classes. The effect size value of 1.61 indicates a very large category. These findings indicate that the implementation of Scratch-based Project-Based Learning is effective in improving students' learning motivation in Informatics learning.
Co-Authors Abdul Aziz Bouty Abdulaziz Ahmed siyad Abubakar, Agim Agus Lahinta Ahmad Almukaroma Liow Ahmad Azhar Kadim Alfian Zakaria Antula, Nur Savira Anwar, Ridha Alvariza Apriyati Rahmi Pateda Pateda Arip Mulyanto Asraf Humonggio Astuti, Wahyu Azis, Ilham Abd. Bahu, Karim Bait Syaiful Rijal Bouty, Abd. Azis Budiyanto Ahaliki Buke, Imam B. Butsiarah Butsiarah Butsiarah Dadi, Heru Hartato Dai, Roviana H. Dian Novian Diana Novita Dwi Novita Hasan Dwinanto, Arif Edi Setiawan Eka Vickraein Dangkua Eka Vickraien Dangkua Eka Vickraien Dangkua, Eka Vickraien Elsy Rahajeng, Elsy Fachrul Faisal Ibrahim Fadel Fauzan Mentemas Fadik Sadjar Fitrian Bilontalo Gafur Gede Sandika, I Wayan Gede Sandika H, Haeriani Hakim, Didiet Haryadi Hamlina, Robin Y. Hanifah Mardlatillah Hariyati Gionte Hasmah Hermawan Paramata Hermila A Herwanto, Agus Hidayatullah, Galih Sarwo Huraju, Risnawati M Huraju, Risnawati M. Husain, Wirahman Salsabil Huzaima Mas&#039;ud Huzaima Masud Huzaima Mas’ud I Wayan Gede Sandika I Wayan Gede Sandika Ihsanulfu’ad Suwandi Ikhwan Fauzy Djuhu Imudi, La Indhitya R Padiku Ishak Isa Ismail, Hamid Ita Fitriati Izah, Nurul Jamada, Gafur Jazid Muslich Podungge Jemmy A Pakaya Jumiati Ilham Kahar, Nurrahmah Fitirani Kahar, Nurrahmah Fitirani Kilo, Juriah R. Laksono, Agung Wahyu Lamarana, Ilfa Lanto Ningrayati Amali Lillyan Hadjaratie Lukman A. R. Laliyo Mahmudin Latif Manda Rohandi Mardlatillah, Hanifah Mas'ud, Huzaima Mas’ud, Huzaima Mas’ud, Huzaima Melawati Mamonto Melinda Melinda Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo Moh. Ilham Saputra Panigoro Mohamad Reza Putra Faren Idris mohammad syafri tuloli Mohi, Nur Zalfaa Alfathi Mongilong, Mohammad Farhan Muchlis Polin Muhammad Dimas Oktaviandy Deu Muhammad Yassir Mukhlisulfatih Latief Musa, Wahyu Mustapa, Muhammad Syarif MUTHIA Muthia Muthia Muthia, Muthia Mutmaina A. Usuli Nikmasari Pakaya Nikmasari Pakaya Nikmasari Pakaya Ongku, Sriwahyuni A. Pakaya, Jemmy A Pakaya, Jemmy A. Pakaya, Nikmasari Paputungan, Salsabila Nakia Pateda, Apriyati Rahmi Pateda Puluhulawa, Alda Cahyani Pulumoduyo, Mohammad Fahmi Rahman Takdir Rahmat Riansah Husain Rahmat Taufik R.L Bau Rahmatin, Ulfa Ramanda Dwi Putra Rampi Yusuf Refly K. Batalipu Ridha Alvariza Anwar Rifadli Bahsuan Rochmat Mohammad Thohir Yassin Roy Budiharjo Salahudin Olii Sri Ayu Ashari Sri Indah Cahyani Sri Yayunda Adjun Sudirman, Randi Sunardi Sunardi . Sunardi Sunardi Sunarty Suly Eraku Suwandi, Ihsanulfu'ad Tajuddin Abdillah Thohir Yassin, Rochmat Mohammad Tri Alfandra Labuga Trias Saputra Singo Umar, Brahmantio Putra Usman, Wahyu Setiawan Usuli, Mutmaina A. Utiah, Moh Hikam A. Wibowo, Sela Febrianti Wildan Wildan Yassin, Rochmad M Thohir Yassin, Rochmad Mohammad Thohir Yuliati - Yunus, Adinda putri Zees, Nurtianingrat