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 157 Documents
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.
PENERAPAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) PEMILIHAN MAHASISWA TERBAIK PADA STMIK DHARMA WACANA Yusnira, Dera Rara; Saputri, Tri Aristi
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7 No 2 (2023)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.16839

Abstract

Dalam perguruan tinggi mahasiswa diminta untuk aktif dan berprestasi dalam bidang akademik maupun non akademik. Untuk itu dalam penentuan mahasiswa terbaik tidak hanya dilihat darri nilai akhir IPK tetapi juga dinilai dari kemampuan lainya. Pada STMIK Dharma Wacana pemilihan mahasiswa terbaik masih dilakukan dengan cara manual yang mana proes ini memakan waktu yang lama dan memungkinkan terjadikan kesalahan dalam proses penilaian. Tujuan dari penelitian ini adalah dengan menerapkan metode Simple Additive Weighting (SAW) agar mendapat hasil mahasiswa terbaik di STMIK Dharma Wacana pada masing-masing program studi, dengan berdasarkan  sekala perhitungan yang memiliki nilai presentase sebagai berikut: IPK 20%, Masa Studi 20%, Tidak ada Nilai D 10%, Kegiatan Kemahasiswaan 20%, dan Prestasi Lain 10%.
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 .
PRINCIPAL COMPONENT K-MEANS SOFT CONSTRAINT BASED ON WELL-BEING INDICATORS IN ACEH PROVINCE Dian Safitri, Winny
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7 No 2 (2023)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.17548

Abstract

The success of government policies can be from the state of the well- being indicators. This research was conducted to obtain district/city groupings based on the similarity of characteristics of the well-being indicators of each district/city in Aceh Province in 2022. The data used in the Aceh well-being indicator data for 2022 consists of 29 variables. The analysis method used is the principal component k-means soft constrain method. The background information data can be used as a provision to streamline the clustering algorithm by creating soft constraints which is found as the most appropriate algorithm. The results of this study indicate there are four district/city clusters in Aceh Province. The characteristics of the first cluster are that kindergarten and elementary school facilities are adequate, while the school enrollment rate needs to be improved. The characteristics of the second cluster are superior to the Gross Enrollment Rate (GER) and the population of university graduates, but still very lacking in school facilities. The third cluster is the cluster that is the center of well-being in Aceh, so this cluster is the cluster with the best well-being level. The characteristic of the fourth cluster is that it is very good in the school participation rate indicator, but it must increase early childhood school participation.
PENGGUNAAN FRAMEWORK COBIT 2019 PADA PERANCANGAN TATA KELOLA TEKNOLOGI INFORMASI (Studi Kasus Program Studi Teknik Lingkungan UIN Ar-Raniry Banda Aceh) Ikhwan, Hady; Efilda, Adila Putri; Ningsih, Indah Putri; Farid, Muhammad; Saputra, Feri; Asna, Saifal; Muslem, Muslem; Dwitawati, Ima
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7 No 2 (2023)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.18847

Abstract

Program studi teknik lingkungan merupakan salah satu jurusan yang ada di Fakultas Sains dan Teknologi Universitas Islam Negeri Ar-Raniry Banda Aceh. Program studi ini memanfaatkan perkembangan era kini melalui teknologi informasi dalam mendukung organisasinya, dengan memfokuskan pada desain faktor strategi perusahaan, tujuan perusahaan, peran teknologi dan informasi, dan ukuran dari perusahaan. Penelitian ini bertujuan untuk mengetahui sejauh mana framework COBIT 2019 ini dapat diadaptasikan dengan strategi program studi, peran teknologi dan informasi dalam mencapai tujuan program studi, dan mengukur standar program studi. Metode penelitian yang digunakan dalam penelitian ini meliputi identifikasi, studi literatur, pengumpulan data, dan pengolahan data. Hasil penelitian menunjukkan keberhasilan framework COBIT 2019 dalam memajukan strategi program studi dengan cara pengambilan keputusan yang tepat, meningkatkan sumber daya teknologi dan informasi dalam mencapaikesesuaian dengan tujuan program studi, dan pengukuran standar program studi. Kesimpulan dari penelitian ini untuk mengamati pentingnya framework COBIT 2019 dalam mencapai keberhasilan program studi dan menyarankan pengadopsian framework COBIT 2019 pada program studi.Kata Kunci: Tata Kelola, Teknologi Informasi, COBIT 2019
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.
RANCANGAN PROTOTIPE APLIKASI PEMANGGILAN JASA SERVIS ELEKTRONIK RUMAH TANGGA BERBASIS ANDROID Dewi, Sarini Vita; Pradana, Fredi Cahya; Baihaqi, Baihaqi
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7 No 2 (2023)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.20843

Abstract

Peralatan elektronik rumah tangga merupakan teknologi yang tidak bisa dipisahkan dalam kehidupan sehari-hari, tingginya penggunaan barang elektronik ini menjadikannya sebagai salah satu kebutuhan utama dalam keseharian. Dikarenakan tingginya penggunaan setiap hari maka potensi terjadinya kerusakan juga akan semakin meningkat sesuai dengan penggunaannya. Kerusakan yang terjadi pada saat digunakan baik secara tiba-tiba maupun tidak dapat mengganggu aktivitas keseharian sehingga perlu untuk diperbaiki. Keanekaragaman jenis peralatan rumah tangga baik dari segi ukuran dan fungsi mengakibatkan penanganan yang beragam juga, sehingga dibutuhkan tenaga ahli yang sesuai dengan keahliannya untuk menjaga agar peralatan elektronik yang diperbaiki tidak semakin rusak. Tujuan perancangan aplikasi ini adalah untuk menghubungkan pengguna jasa dengan penyedia jasa melalui platform yang aman dan terpercaya sehingga dapat meminimalisir terjadinya kecurangan. Melalui aplikasi ini penyedia jasa servis dapat mengelola data orderan masuk, dilaksanakan atau dibatalkan oleh penyedia jasa. Aplikasi ini juga memberi akses untuk pengguna jasa memberi nilai terhadap kinerja penyedia jasa. Aplikasi yang dirancang merupakan aplikasi berbasis android, ini dilakukan karena android merupakan sistem operasi yang banyak digunakan oleh masyarakat di Indonesia. Aplikasi ini memiliki tiga tingkatan pengguna yaitu Teknisi, pengguna jasa servis dan penyedia jasa servis. Aplikasi ini diintegrasikan dengan basis data melalui API. Penggunaan aplikasi ini memberikan kemudahan kepada pengguna melakukan pemesanan jasa servis berdasarkan area atau wilayah yang dekat maupun yang jauh.