cover
Contact Name
Mira Maisura
Contact Email
jurnal.cyberspace@ar-raniry.ac.id
Phone
-
Journal Mail Official
jurnal.cyberspace@ar-raniry.ac.id
Editorial Address
Information Technology Education (PTI) Department administration office, Faculty of Education and Teacher Training (FTK) Building B 1st Floor, Ar-Raniry State Islamic University, Darussalam, Banda Aceh, 23111.
Location
Kota banda aceh,
Aceh
INDONESIA
Cyberspace: Jurnal Pendidikan Teknologi Informasi
ISSN : 25982079     EISSN : 25979671     DOI : -
Core Subject : Science, Education,
Cyberspace: Jurnal Pendidikan Teknologi Informasi is an open access, peer-reviewed journal that will consider any original scientific article that expands the field of information technology education and various other related applied computer sciences themes. The journal publishes articles of interest to Information technology teachers, researchers and practitioners. Manuscripts must be original and educationally interesting to the audience in the field. The goal is to promote concepts and ideas developed in this area of study by publishing relevant peer-reviewed scientific information and discussion. This will help information technology practitioners to advance their knowledge for greater benefit and output in their professional contexts.
Articles 8 Documents
Search results for , issue "Vol 8 No 1 (2024)" : 8 Documents clear
IMPLEMENTATION OF FIS TSUKAMOTO ON THE DECISION MODEL FOR ASSESSING THE NUTRITIONAL CONDITION AND GROWTH OF TODDLERS IN POSYANDU (CASE STUDY: TIRTORAHAYU VILLAGE) Arifin, Aridhanyati; Kurniawan, Rahadian
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.16951

Abstract

Masalah gizi dan gangguan pertumbuhan seperti risiko stunting, wasting dan underweight pada anak dapat diantisipasi sejak dini. Evaluasi terhadap status gizi dan perkembangan balita perlu didukung oleh suatu teknologi komputer yang menghimpun pengetahuan-pengetahuan terkait antropometri anak. Salah satu pendekatan untuk memodelkan masalah terkait perkembangan balita berbasis AI adalah logika fuzzy. Makalah ini akan membahas desain model pendukung keputusan untuk penilaian kondisi gizi dan perkembangan balita dengan menerapkan metode Fuzzy Inference System (FIS) Tsukamoto. Berdasarkan seluruh hasil pengujian yang telah dilakukan dapat disimpulkan bahwa penerapan FIS Tsukamoto dapat menghasilkan model pendukung keputusan yang valid yakni memiliki akurasi sebesar 78% dalam menilai status gizi balita, akurasi 75% dalam menilai kondisi pertumbuhan berdasarkan BB/U dan akurasi 84 % untuk kondisi pertumbuhan berdasar TB/U .
Perancangan Media Pembelajaran Interaktif Berbasis Android Menggunakan App Inventor 2 Pada Mata Pelajaran Biologi Mursyidin, Mursyidin; Dewi, Sarini Vita; Khairi, Muhammad Sajadal
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.20755

Abstract

Biology requires complex learning because of its abstract and detailed concepts. Using Android applications can increase student interest and involvement in learning. An Android-based application designed with App Inventor 2 can be a solution for developing interactive Biology learning media. This research aims to design Android-based Biology learning media using App Inventor 2 which can improve students' understanding. The research method used is Research and Development (R&D) which includes observation, planning, product design, product development and product validation. The validators involved in this research consisted of three media experts and three subject matter experts. The research respondents were 25 class X students who took Biology as a subject. Random sampling techniques are used to select the sample, ensuring that each member of the population has an equal chance of being selected. The Android-based Biology learning application developed in this research was rated "Very Appropriate" with an average score of 4.3 on a scale of 1-5. Student responses to the Android-based Biology learning application also show the "Very Good" category with an average score of 4.4 on a scale of 1-5. The Android-based Biology learning application developed has proven to be feasible and effective in learning Biology, especially in the subtopics of fungi, plants and animals.
INOVASI PEMBELAJARAN: MEMBANGUN MINAT BELAJAR BAHASA INGGRIS DASAR MELALUI PERANCANGAN APLIKASI MEDIA INTERAKTIF Nurrisma, Nurrisma; Abdillah, Syauqi; Nurrizqa, Nurrizqa
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.22771

Abstract

Kemampuan berbahasa Inggris telah menjadi kunci penting dalam era globalisasi, memainkan peran vital dalam komunikasi lintas budaya, teknologi, dan sektor-sektor penting lainnya. Namun, kekurangan dalam penguasaan bahasa Inggris sering kali menyebabkan penurunan minat belajar siswa, serta menurunkan prestasi akademis dalam pelajaran bahasa Inggris. Penelitian ini bertujuan untuk merancang serta mengevaluasi efektivitas Media Interaktif sebagai alat pengenalan Bahasa Inggris Dasar dalam meningkatkan minat belajar siswa. Metode penelitian ini mengadopsi pendekatan Research and Development dengan pengumpulan data melalui observasi dan penyebaran angket. Hasil analisis menunjukkan bahwa penggunaan media pembelajaran interaktif untuk memperkenalkan Bahasa Inggris Dasar berhasil meningkatkan minat belajar siswa secara signifikan. Skor rata-rata minat belajar siswa mencapai 42,3, menunjukkan peningkatan sebesar 96,1% dibandingkan dengan metode pembelajaran konvensional. Temuan ini menggarisbawahi pentingnya integrasi teknologi dalam pendidikan untuk meningkatkan keterlibatan dan hasil belajar siswa.
PERANCANGAN UI/UX DASHBOARD REPORTING PADA PORTAL HALAL.GO.ID MENGGUNAKAN METODE DESIGN THINKING Anugradia, Nabila; Arsa, Daniel; Khaira, Ulfa
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.22948

Abstract

The research aims to design a UI/UX dashboard reporting system for the Halal.go.id Portal using the design thinking method. This method involves research stages: Empathize, Define, Ideate, Prototype, and Test. The research employs qualitative methods with observation, interview, and heuristic evaluation techniques. The results indicate that the designed reporting dashboard achieved a score of 358 and a percentage of 89.50% based on 10 heuristic evaluation instruments, falling under the "Very Good" category. This signifies that the reporting dashboard is highly suitable for implementation to improve the UI/UX aspects of the Halal.go.id Portal. This research contributes to the design of effective and efficient UI/UX dashboard reporting for users of the Halal.go.id Portal. The research findings are expected to contribute to enhancing the quality of information services related to halal products in Indonesia.
INTRODUCTION TO KALIMANTAN CULTURE USING AUGMENTED REALITY TECHNOLOGY Oktavia, Chaulina Alfianti; Riyadi, Achmad Buyung
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23028

Abstract

Central Kalimantan is a province consisting of 13 regencies and 1 city with the capital city of Palangkaraya. Many people, especially the younger generation, do not know the various cultures of Central Kalimantan such as traditional houses, clothes, traditional weapons, and so on. To facilitate the introduction of this culture an application is designed using Android-based Augmented Reality technology. Augmented Reality was designed using marker technology. From the test results, markers can be detected properly and can recognize and display Central Kalimantan cultural objects such as traditional houses, clothing, traditional weapons, and others. With the Augmented Reality application, it can make it easy for users to recognize the culture of Central Kalimantan. Based on the test results which included testing the AR Central Kalimantan application, the content of the AR Central Kalimantan application, and the display aspect obtained a score of 86%, it can be concluded that the application has been running well.
PENGEMBANGAN E-KITAB MATAN KAILANI BERBASIS MIND MAPPING UNTUK MENINGKATKAN PEMAHAMAN ILMU SHARAF 'Afifah, Nur; Maisura, Mira; Dewi, Sarini Vita
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23374

Abstract

Penelitian ini dilatarbelakangi oleh adanya kesulitan santri kelas II Ibtidaiyyah putri Dayah Ruhul ‘Atiq Al-Waliyyah dalam memahami kaidah-kaidah ilmu sharaf yang terdapat dalam kitab Kailani. Hal ini dikarenakan oleh kitab yang digunakan merupakan kitab arab gundul yang tidak berharakat, kalimat-kalimat yang tidak dipisahkan oleh tanda koma maupun tanda titik serta penyajian materi yang sangat padat. Tujuan penelitian ini adalah melakukan pengembangan e-kitab Matan Kailani berbasis Mind Mapping sebagai upaya dalam mengatasi masalah tersebut. Penelitian ini menggunakan metode Research & Develompent. Adapun Hasil uji kelayakan yang telah dilakukan terhadap produk e-Kitab Matan Kailani berbasis Mind Mapping dengan melakukan sebaran angket kepada ahli media dan ahli materi dengan rata-rata perolehan pada media yaitu 97,8% dengan kriteria penilain “sangat layak”. Sedangkan Hasil kelayakan dengan rata-rata perolehan pada materi yaitu 85,7% dengan kriteria penilain “sangat layak” serta direkomendasikan sebagai salah satu media yang dapat digunakan sebagai referensi tambahan dan sumber belajar bagi santri di Dayah Ruhul ‘Atiq Al-Waliyyah.Berdasarkan pengukuran yang dilakukan melalui pre-test dan post-test menggunakan statistik non parametrik uji Wilcoxon dengan nilai Z -3.502b dengan Asymp. Sig. (2- tailed) 0.000 < 0.05 menunjukkan bahwa Ha diterima dan H0 ditolak. Sehingga dapat disimpulkan bahwa adanya efektivitas dalam penggunaan e-kitab matan Kailani berbasis mind mapping untuk meningkatkan pemahaman ilmu sharaf terhadap santri kelas 2 Ibtidaiyyah di Dayah Ruhul 'Atiq Al-Waliyyah.
THE FEASIBILITY OF FUSING SATELLITE IMAGERIES FOR HIGH-FREQUENCY SEA LEVEL MONITORING Putri, Andriani; Nazhifah, Sri Azizah; Ridho, Abdurrahman; Maghfirah, Hayatun; Mutia, Cut; Niani, Cukri Rahmi; Sanusi, Sanusi
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23504

Abstract

Enhancing the capacity to monitor swift environmental shifts at finer scales requires satellite image that offers high spatial and temporal resolution. However, no individual satellite can offer images meeting both criteria simultaneously. To tackle this challenge, spatial temporal fusion algorithms have been developed to derive fine-scale and time-series images. Conversely, effective monitoring of water levels is crucial for preventing natural disaster, such as flood and tsunami mitigation. Yet, monitoring these natural changes regularly poses challenges for remote sensing satellites, given their limitations in either spatial or temporal resolution. For instance, the spatial resolution of 30 meters of Landsat 8 provides imagery with a but lacks the temporal resolution needed to capture dynamic events. On the contrary, the Himawari 8 has the capability to monitor the entire hemisphere every 10 minutes. However, its inadequate resolution affects the precision of sea water change mapping.  This research seeks to utilize Landsat OLI and Himawari-8 images jointly for tracking sea level variation patterns. Our approach involves calculating a water index from both Landsat and Himawari images, then using an image fusion algorithm to merge these indices. Next, we identify water coverage by applying a specific threshold on the water index. The comparison of water percentages with reference water height observations has delivered encouraging outcomes.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN QUIZIZZ TERHADAP HASIL BELAJAR MAHASISWA MATA KULIAH ANALISA DAN DESAIN SISTEM INFORMASI Yuliana, Dyan; Baijuri, Achmad; Suparto, Arico Ayani; Seituni, Siti; Selvianda, Niken Pundri
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23630

Abstract

The development of Information and Communication Technology is currently growing very rapidly, this is proven by the emergence of sophisticated technological equipment that has changed human lifestyles today. As educators, of course we must be able to adapt the way we educate them according to the current lifestyle in the digital era in order to prepare them to face challenges in the future. Educators are required to make innovations in the learning process. To support the needs needed to implement active learning in the classroom, there needs to be media that can support the implementation of learning optimally to stimulate effective communication skills through active learning that integrates information and communication technology. One of the learning media that is widely used today is Quizizz, which is an educational game application that can support the learning process significantly for measuring or assessing the learning process. Presenting questions in game form can attract students' interest, so that they will be more enthusiastic in working on the questions given. This research uses a quantitative research approach with a pre-experimental design type with a one group pretest posttest design research form. Decision making through hypothesis testing using the SPSS version 29 application. The hypothesis testing technique uses the paired sample t-test and simple linear regression test. The results obtained from the paired sample t-test in SPSS version 29 are known as the sig value. (2-tailed) of 0.001. In accordance with the basis for decision making in the paired sample T-test that the sig. (2-tailed) < 0.05 or 0.001 < 0.05, then H0 is rejected and Ha is accepted, meaning that there is a significant difference between the pretest and posttest results with an influence level of 0.144 or 14.4% so it can be concluded that there is an influence of use Quizizz learning media on the learning outcomes of fifth semester students in the Information Systems Analysis and Design course at STKIP PGRI Situbondo.

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