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 5 Documents
Search results for , issue "Vol 9 No 2 (2025)" : 5 Documents clear
DESIGN OF WEB-BASED DAILY REPORT APPLICATION FOR ACEH REGIONAL POLICE ICT FIELD USING DEVOPS METHOD Muksalmina, Reza; Islamadina, Raihan; Aziz, Aulia Syarif; Dewi, Sarini Vita
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 9 No 2 (2025)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/se79k002

Abstract

The advancement of information technology has driven the digitalization of administrative systems in various institutions, including law enforcement agencies. Currently, the daily reporting process at POLDA Aceh is still conducted manually, leading to issues such as delays, data inaccuracies, and difficulties in inter-unit coordination. This study aims to design and develop a web-based daily report application to enhance efficiency, transparency, and accountability in reporting. The DevOps methodology is applied in the development of this application to integrate the development and operational processes more efficiently. The use of PHP, MySQL, and CSS-based technology enables key features such as an interactive dashboard, digital report forms, advanced search and filtering, and account and unit management. A CI/CD (Continuous Integration/Continuous Deployment) pipeline is implemented to accelerate system updates and ensure application stability through automated testing and real-time performance monitoring. Testing results indicate that this application significantly improves reporting speed, minimizes recording errors, and facilitates better data access and management. The implementation of this system has positively impacted the operational effectiveness of POLDA Aceh, particularly in enhancing data-driven law enforcement services. Thus, this web-based daily report application is expected to serve as an innovative solution for digitalizing the reporting system within the police force.
DEVELOPMENT OF UIN AR-RANIRY CAMPUS INTRODUCTION MEDIA BASED ON 360-DEGREE VIDEO USING VIRTUAL REALITY Maulana, Naufal; AR, Khairan
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 9 No 2 (2025)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/85c56870

Abstract

The purpose of this study is to replace the less effective method of drawing plan media as a campus introduction medium for visitors to UIN Ar-Raniry Banda Aceh. With digital technology increasingly developing, smartphone use can be directed to profitable activities, such as watching videos on YouTube. This 360-degree video was made to introduce the layout of the UIN Ar-Raniry campus building more interesting and interactive for visitors. This study uses research and development research methods and involves 50 visitors to the UIN Ar-Raniry campus as respondents. The results of the evaluation showed that 100% of media experts rated this 360-degree video as very feasible as a campus introduction medium, while visitor responses showed an average of 96% in the category of "Very Good". The high video resolution, ease of operation, and clear explanations in each building that is passed make this 360-degree video effective in increasing the final understanding of UIN ar-raniry. With positive responses from experts and visitors, this 360-degree video has great potential to be used as an innovative and interesting campus introduction medium, helping UIN ar-raniry students understand the layout of the campus building in a more interactive and fun way.
ETIKA PENGGUNAAN CHATGPT DALAM PENDIDIKAN DAN EKONOMI ISLAM: TINJAUAN MAQASID AL-SHARI’AH Fitria Nilamsari; Wahyu Ichsan; Rinny Asasunnaja; Fathia Sabrina
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 9 No 2 (2025)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/6zfd2y35

Abstract

Abstract This study examines the ethical implications of ChatGPT usage in Islamic higher education, especially within the domains of Islamic economics and Sharia-based finance. As generative AI tools gain popularity among students and educators, they present both educational support potential and ethical challenges - including risks of plagiarism, diminished critical thinking, religious misinformation, and excessive technological dependence. Adopting a qualitative exploratory approach, this research integrates library studies with expert interviews involving scholars in Islamic economic thought and Islamic banking. To enrich the analysis, a machine learning-based text similarity comparison was conducted between ChatGPT’s responses and expert opinions on selected topics. This comparative analysis quantitatively measured content alignment, revealing high levels of similarity (85–90%) in Sharia banking discourse and over 90% in Islamic economic fundamentals. The study employs both thematic analysis and normative evaluation grounded in Maqasid al-Shari’ah, focusing on the preservation of religion (ḥifẓ al-dīn), upholding intellectual integrity (ḥifẓ al-ʿaql), and protection of the soul/life (ḥifẓ al-nafs). The results demonstrate that ChatGPT can be a valuable academic support tool, yet it must be used with critical supervision and scholarly validation. The paper concludes by emphasizing the urgent need for Islamic higher education institutions to develop AI ethics guidelines that are contextually rooted in Sharia principles, ensuring that AI integration enhances rather than compromises Islamic educational integrity.
Comparative Evaluation of NDVI-Based Vegetation Classification Using Rule-Based Thresholding and Random Forest Models Nazhifah, Sri Azizah; Maulyanda; Putri, Andriani; Kiftiyani, Usfita
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 9 No 2 (2025)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/agmq9j89

Abstract

This study aims to compare vegetation classification performance using NDVI derived from Sentinel-2A and Landsat 8 satellite imagery through two different approaches: rule-based classification and machine learning with the Random Forest algorithm. The rule-based approach applies a fixed NDVI threshold of 0.45 to distinguish vegetation and non-vegetation areas. In contrast, the Random Forest model was trained using 70% of the labeled data and tested on the remaining 30%, with NDVI values from both satellite sources as input features. The evaluation results show that the Random Forest model achieved perfect classification accuracy (100%). However, this may be due to using the same labeled dataset for both training and validation, which can lead to overfitting. On the other hand, the rule-based classification yielded an accuracy of 79.7%. This lower performance is likely caused by several factors, including the resolution differences between Sentinel-2 and Landsat 8 imagery, and the subjectivity involved in selecting the NDVI threshold value. The manual threshold setting may lead to bias and a higher number of misclassified pixels. Therefore, while rule-based methods are simple and interpretable, they are less robust. Machine learning approaches, such as Random Forest, offer more flexible and accurate classification when supported by properly separated training and validation datasets.
THE IMPLEMENTATION ANALYSIS OF WORDWALL GAME BASED LEARNING ON LEARNING MOTIVATION IN CLASS X TKJ 1 STUDENTS SMKN 1 KENDIT Yuliana, Dyan; Khoiriyah, Malika; Seituni, Siti
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 9 No 2 (2025)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/tkffez56

Abstract

In today's digital era, the development of information and communication technology has brought changes in various aspects of life, including education. Technology is not only a tool, but also an inseparable part of the learning process. The problem that occurs in class X TKJ 1 SMKN 1 Kendit is the low learning motivation of students caused by the monotonous and uninteresting learning process. This is seen from the lack of student participation in asking and answering questions. In addition, the monotonous model of questions also triggers boredom in students and does not provide variety and appeal to students. One media that can be used is a Wordwall-based game-based learning media designed to increase student engagement and learning motivation. The purpose of this study is to implement Wordwall - based game-based learning media in the learning process and determine its effectiveness in increasing the learning motivation of class X TKJ 1 SMKN 1 Kendit students. The approach used in this study is a qualitative approach with an interactive qualitative research type. In this study, the type of interactive qualitative research used is a case study, with a purposive sampling technique. Data collection techniques used are observation, interviews, and documentation. The data analysis techniques used include data collection in the field, data reduction, data presentation, as well as drawing conclusions and verification. The results of the study indicate that students are more motivated and interested in learning with this Wordwall media. The implementation of Wordwall-based game-based learning creates a fun learning atmosphere, and adds new insights and experiences, so that students' learning motivation increases. So, it can be concluded that the implementation of Wordwall -based game-based learning media is effective and appropriate to be implemented in the Basics of Computer Network Engineering and Telecommunications in class X TKJ 1 SMKN 1 Kendit.

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