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Journal : Information Technology Education Journal

Pengaruh Entrepreneurial Knowledge dan Self-Efficacy terhadap Minat Berwirausaha Siswa SMK Jurusan Teknik Komputer dan Jaringan di Kota Makassar Nurfauziah; Anas Arfandi; Purnamawati
Information Technology Education Journal Vol. 3, No. 3, September (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v3i3.5752

Abstract

Penelitian ini memiliki tujuan untuk menganalisis seberapa besar pengetahuan kewirausahaan mempengaruhi minat berwirausaha, mendeskripsikan seberapa besar efikasi diri mempengaruhi minat berwirausaha, serta menganalisis seberapa besar pengaruh secara simultan pengetahuan kewirausahaan dan efikasi diri terhadap minat berwirausaha Siswa Kompetensi Keahlian Teknik Komputer dan Jaringan SMK di Kota Makassar. Jenis penelitian ini adalah kuantitaif dengan metode ex post facto. Dalam penelitian ini, populasinya adalah siswa kelas XII TKJ di kota Makassar yang berjumlah 148 siswa. Adapun sampel penelitian berjumlah 83 siswa. Hasil penelitian ini menunjukkan: (1) Pengetahuan kewirausahaan tidak mampu memberikan dampak yang positif serta signifikan terhadap minat berwirausaha, (2) Efikasi diri mampu memberikan dampak positif serta signifikan terhadap minat berwirausaha, (3) Selanjutnya pengetahuan kewirausahaan dan efikasi diri secara simultan memberikan dampak yang positif serta signifikan terhadap minat berwirausaha. Rekomendasi dalam penelitian ini adalah baiknya praktik kewirausahaan yang dilakukan di Sekolah lebih menekankan pada bidang kompetensi keahlian masing-masing agar siswa dapat mengembangkan keahliannya dan menjadi referensi siswa untuk berwirausaha sesuai kompetensi keahlian setelah menempuh pendiidkan di SMK
Artificial Intelligence in Higher Education: A Systematic Review of Its Impact on Student Learning Nurfauziah; Dian Atmasani; A. Muzawwirah Patawari; Nur Athiyyah Fadhilah; Husna Saleh
Information Technology Education Journal Vol. 4, No. 2, May (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i2.8311

Abstract

The development of digital technology has made artificial intelligence an integral part of higher education. While its use by university students provides many benefits in supporting academic activities, there are also concerns about its negative impact, especially in relation to academic integrity, dependability, and critical thinking skills. This research aims to identify the positive and negative impacts of the use of artificial intelligence by university students as well as the challenges faced in the context of higher education. The method used was Systematic Literature Review with the PRISMA approach. The total population of articles obtained was 200 articles. Scientific articles were sourced from the Scopus database published between 2022 and 2025. Articles were screened based on inclusion and exclusion criteria and assessed using the CASP (Critical Appraisal Skills Programme) approach, resulting in 19 articles that could be analysed. The results showed that artificial intelligence can improve learning efficiency, strengthen concept understanding, and support student creativity and problem solving. However, there are serious risks such as plagiarism, dissemination of inaccurate information, and decreased motivation to learn independently. Lack of regulation and digital literacy are factors that exacerbate these negative impacts. Therefore, it is important for higher education institutions to urgently create policies for the ethical use of artificial intelligence and provide comprehensive digital literacy training to students. This research provides a scientific basis for policy makers to optimise the benefits of artificial intelligence while mitigating the risks of its use in academia.
The Effectiveness of Kahoot! in Increasing Student Participation and Learning Outcomes in Higher Education Atmasani, Dian; Sutarsi Suhaeb; Nurfauziah; Nur Syamsinar Munir
Information Technology Education Journal Vol. 4, No. 2, May (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i2.8393

Abstract

The transformation of learning in the digital age encourages the use of interactive media that can increase student engagement and academic achievement. One such medium is Kahoot!, a game-based learning platform designed to facilitate active participation. This study aims to analyze the effect of using Kahoot! on student active participation and learning outcomes. The study was conducted using a quantitative correlational approach, employing multiple linear regression analysis to measure the relationship between the independent variable and the two dependent variables, both partially and simultaneously. The research sample consisted of 60 students from the Electronics Engineering Education Program at the University of Makassar during the spring semester of 2024/2025. The instrument used was a validated closed-ended Likert-scale questionnaire, with reliability tested using Cronbach’s Alpha. The results of the study indicate that the use of Kahoot! significantly influences active participation and student learning outcomes, both partially and simultaneously, contributing 49.4% to both variables. The main contribution of this study is to provide the latest empirical evidence on the effectiveness of integrating gamification technology in higher education in Indonesia, as well as demonstrating that Kahoot! can serve as an innovative strategy in designing more interactive, competitive, and adaptive learning experiences to address the challenges of the digital age.