cover
Contact Name
Mohammad Rizki Fadhil Pratama
Contact Email
mohammadrizkifadhilpratama@gmail.com
Phone
-
Journal Mail Official
mohammadrizkifadhilpratama@gmail.com
Editorial Address
-
Location
Kota palangkaraya,
Kalimantan tengah
INDONESIA
Bitnet: Jurnal Pendidikan Teknologi Informasi
ISSN : 25021923     EISSN : -     DOI : -
Core Subject : Science, Education,
The publication of Bitnet: Jurnal Pendidikan Teknologi Informasi indeed participates in disseminating the results of research and review of science and technology development conducted by lecturers and researchers especially from UM Palangkaraya and other universities. This edition contains seven articles consisting of Education topics.
Arjuna Subject : -
Articles 150 Documents
Pengembangan Aplikasi Perpustakaan Berbasis Website untuk Meningkatkan Layanan Informasi di SMK Perdana, Daniel Riko Putra; Handayani, Sri; Kholil, Moenawar
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10585

Abstract

This research aims to develop a web-based library application to enhance the efficiency of information services at SMK PGRI 1 Surakarta. The study employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) within a Research and Development (R&D) approach. Data were collected through observation, interviews, and documentation related to the existing manual library system. The application was developed using PHP, HTML, CSS, and MySQL and implemented on a local server using XAMPP. Key features included multi-level login, online book catalog, transaction history, and automatic reporting. Usability testing was conducted with librarians and students, while expert validation involved media, content, and field practitioners. Results showed that the application significantly improved service efficiency by reducing transaction time by 50% and enhancing access to book information. The validation score averaged 86%, indicating that the system is feasible for use. The study concludes that the application supports digital transformation and strengthens literacy services in vocational education environments.
Pengembangan Augmented Reality Sebagai Media Simulasi Pada Mata Pelajaran IPAS Tata Surya di SMK Negeri 4 Palangkaraya Noviyanti, Naydia; Permadi, Ade Salahudin; Fitriyanto, Muhammad Noor
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10908

Abstract

The rapid development of information and communication technology in the digital era has had a significant impact on various sectors, including education. However, the teaching of Natural and Social Sciences (IPAS) still often relies on textbooks and underutilizes interactive media such as Augmented Reality (AR). This reliance makes abstract topics, like the Solar System, difficult for students to understand. The lack of media variety and teaching methods also contributes to students' low interest and comprehension of the material. Therefore, this research aims to develop AR-based simulation media as a more engaging, interactive, and effective alternative to help students grasp the concepts of the Solar System. This study employs a Research and Development (R&D) method that consists of five stages: analysis, design, development, implementation, and evaluation. The development of the simulation media utilizes software such as Unity, Blender, and Vuforia technology to support Augmented Reality features. The developed product was validated by educational media experts and content specialists to ensure its feasibility in terms of both content and technical aspects. Subsequently, a limited trial was conducted with students from class X-GP to assess the practicality and appeal of the developed media. The results of the study indicate that the AR simulation media on the topic of the Solar System is highly suitable for use in the learning process. Validation from experts shows that this media is categorized as "very feasible" in terms of content, visualization, and technical aspects. The limited trial in class X-GP at SMK Negeri 4 Palangka Raya demonstrated a significant improvement in students' understanding, with N-Gain scores falling within the "medium" to "high" categories. Additionally, students provided very positive feedback regarding this media, finding it engaging, interactive, easy to operate, and effective in helping them understand abstract material like the Solar System in a more concrete and enjoyable way compared to conventional methods that rely on textbooks. Thus, this AR-based simulation media is recommended as an alternative teaching resource to enhance the quality of the learning process for the Solar System material in the IPAS subject.
Aplikasi Augmented Reality berbasis Gamifikasi untuk Meningkatkan Pemahaman Matematika Siswa Sekolah Dasar sani, Khairul Sani; Ita, Ita Fitriati; Ningsih, Nur Fitrianingsih; Ghazali, Muhammad Ghazali
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.11238

Abstract

At the elementary school level, problem-solving creativity is a key aspect in developing students' mathematical competencies. However, in daily learning practices, students are often only trained to solve routine problems that are procedural and minimal in variety, so that mathematical problem-solving skills in elementary schools require improvement and special attention. This study aims to develop innovative learning media in the form of an Augmented Reality (AR)-based application combined with gamification to enhance mathematical problem-solving creativity. AR technology allows for concrete and contextual visualization of mathematical concepts, while gamification elements such as scores and challenges are designed to build intrinsic motivation and make the learning experience enjoyable. The method used is Research and Development (R&D) by adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The process includes needs analysis, design, application development, implementation in schools, and evaluation of student creativity improvement. The results of product validation on five assessment aspects showed a very high level of validity, namely 91.8%. In terms of effectiveness, the average student problem-solving ability reached 66.5%. Furthermore, student responses to this game-based learning were very positive, with an average interest and motivation percentage of 93%. The study's conclusions indicate that this gamified AR application is not only valid and feasible to use, but also has the potential to significantly increase student engagement and foster creativity in solving mathematical problems at the elementary school level.
SYSTEMATIC LITERATURE REVIEW: APPLICATION OF THE PBL MODEL TO SCIENCE LEARNING IN PRIMARY SCHOOLS Rahmaniati, Rita; Erlina, Erlina; Rahmadini, Novia
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 1 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i1.9109

Abstract

Penelitian ini dilatar belakangi oleh pentingnya penerapan model Problem Based Learning dalam pembelajaran IPA di Sekolah Dasar. Tujuan dari penelitian ini adalah untuk mengidentifikasi, mendeskripsikan dan menganalisis hasil beberapa studi primer tentang pengaruh model PBL terhadap keterampilan berpikir kreatif dalam sains. Systematic literature review (SLR) digunakan sebagai metode dalam penelitian ini, melalui pencarian di database Google Scholar dari tahun 2019 hingga 2023 dan buku, menghasilkan 16 artikel jurnal dan 3 buku utama yang memenuhi kriteria inklusi yang ditentukan. Setiap artikel dicatat kemudian diklasifikasikan berdasarkan judul, tahun studi, tingkat pendidikan, dan jenis penelitian untuk dianalisis satu per satu. Hasil penelitian menunjukkan bahwa model Problem Based Learning efektif dalam meningkatkan hasil belajar IPA, membangun kemampuan analisis, mengembangkan keterampilan berpikir kritis, dan meningkatkan motivasi belajar siswa. Dari artikel-artikel tersebut menyatakan bahwa penerapan model Problem Based Learning memberikan hasil/pengaruh yang baik serta positif dan baik bagi pembelajaran IPA di sekolah dasar. Model Probem Based Learning juga membantu siswa mengembangkan kemampuan memecahkan masalah, berkomunikasi, dan bekerja sama dalam tim. Hal ini menunjukkan bahwa model Problem Based Learning dapat meningkatkan kualitas pembelajaran IPA di sekolah dasar. Selain itu, model Problem Based Learning juga membantu guru dalam mengembangkan strategi pembelajaran yang inovatif dan efektif.
The Effectiveness of Video Learning Media on Clinical Laboratory Tools: A Comparative Study and Impact on Slow Learners: The Effectiveness of Video Learning Media on Clinical Laboratory Tools: A Comparative Study and Impact on Slow Learners Sartika, Fera; Qamariah, Nurul; Putra, Chandra Anugrah
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 1 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i1.9199

Abstract

Mahasiswa berkebutuhan khusus di jenjang pendidikan tinggi sering kali menghadapi berbagai tantangan dalam mengakses materi pembelajaran. Siswa dengan kondisi khusus, khususnya siswa yang lamban belajar, sering kali mengalami kesulitan dalam memproses dan memahami materi pembelajaran yang kompleks secara efektif. Penelitian ini bertujuan untuk menguji efektivitas video edukasi tentang peralatan laboratorium bagi siswa yang lamban belajar. Penelitian ini melibatkan 59 siswa dari kelompok yang sama, dibagi menjadi dua kelas: Kelas A sebagai kelompok perlakuan dan Kelas B sebagai kelompok kontrol. Penelitian ini menggunakan pendekatan metode campuran, yang menggabungkan metodologi kualitatif dan kuantitatif. Pengumpulan data dilakukan melalui berbagai saluran: observasi kelas, wawancara siswa, penyaringan IPK, dan tes IQ untuk mengidentifikasi siswa yang lamban belajar. Tes awal dan tes akhir diberikan untuk menilai hasil pembelajaran setelah penerapan video pendidikan berbasis animasi atau multimedia, dengan hasil yang dianalisis melalui uji statistik. Temuan tersebut menunjukkan efektivitas video edukasi dalam meningkatkan hasil pembelajaran siswa. Metodologi penelitian menggabungkan unsur eksperimental dan observasi, dengan perhatian cermat pada pemilihan partisipan dan penilaian protokol. Penggunaan kelompok kontrol (Kelas B) memberikan dasar persaingan untuk menyiarkan efektivitas intervensi, sementara pendekatan metode campuran memungkinkan pengukuran kuantitatif hasil pembelajaran dan pemahaman kualitatif pengalaman siswa. Analisis statistik hasil pra-tes dan pasca-tes memberikan bukti empiris tentang dampak intervensi terhadap kinerja pembelajaran siswa.
Classification of Coffee Fruit Ripe Levels from the Tree Using InceptionResnetv2, and MobileNetv2 Wijaya, Jodi; Kusrini, Kusrini
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 1 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i1.9278

Abstract

Tanaman kopi adalah komoditas ekpor terbesar dalam peningkatan ekonomi negara berkembang. Kopi memiliki peran penting dalam budaya Indonesia, dengan sejarah panjang dan berbagai citra rasa yang kaya. Ada dua jenis utama kopi di Indonesia: Arabika dan Robusta. Kematangan dan pengolahan biji kopi menjadi salah satu pengaruh citra rasa kopi. Untuk menghasilkan biji kopi berkualitas tinggi, proses pemanenan biji kopi yang tepat pada tingkat kematangan yang ideal sangat penting. MobileNet adalah arsitektur jaringan saraf tiruan CNN yang menggunakan konvolusi yang dipisahkan secara kedalaman (depthwise separable convolutions), untuk membuat jaringan yang ringan yang memungkinkan penggunaan sumber daya komputasi yang efektif. Penelitian ini akan memanfaatkan keunggulan arsitektur InceptionResNetV2 dan MobileNetV2 untuk mengatasi masalah yang rumit dengan klasifikasi gambar. Ini juga akan memanfaatkan kemampuan arsitektur MobileNet dan InceptionResNet untuk melakukan transfer learning dari dataset yang lebih besar, seperti ImageNet. Perbandingan dari 2 model yang digunakan hasil performa akurasi yang paling tinggi model MobileNetV2 yang sebesar ± 99%, diikuti InceptionResNetV2 = 90%.
Perancangan Media Pembelajaran Interaktif Adobe Animate CC Desain Komunikasi Visual Kelas XI SMK Dastri, Dean Oksaputra; Sefriani, Rini; Radyuli, Popi
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10645

Abstract

This study aims to design and develop an interactive learning medium using Adobe Animate CC as a teaching tool for the Visual Communication Design subject for Grade XI students at SMK N 3 Padang. The lack of engaging and effective interactive learning media, along with predominantly one-way evaluation methods, forms the basis for the development of this medium. The research adopts a Research and Development (R&D) approach using the ADDIE development model, which includes Analyze, Design, Development, Implementation, and Evaluation stages. Validation results from three experts indicate that the media is highly valid, with an average score of 89.33%. Student assessments of practicality place the media in the highly practical category 88.14%, and its effectiveness in the learning process is rated as highly effective 87.53%. This interactive learning medium is designed to provide a more engaging and enjoyable learning experience through instructional content and quizzes aligned with the Visual Communication Design curriculum.
Pemanfaatan Artificial Intelligence Untuk Meningkatkan Kualitas Pembelajaran di Madrasah Ibtidaiyah: Sebuah Kajian Literatur Afifah, Aulya; Amriyah, Chairul; Koderi; Deri Firmansyah; Ida Fiteriani
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10974

Abstract

Penelitian ini bertujuan menganalisis pemanfaatan Artificial Intelligence (AI) dalam meningkatkan kualitas pembelajaran di Madrasah Ibtidaiyah (MI) melalui pendekatan systematic literature review. Empat fokus utama dikaji, yakni manfaat AI, tantangan implementasi, model penerapan, serta implikasi bagi keberlanjutan pendidikan. Hasil telaah menunjukkan bahwa AI berkontribusi signifikan dalam memfasilitasi personalisasi materi, mempercepat asesmen formatif, serta menyediakan learning analytics yang mendukung pengambilan keputusan instruksional berbasis data. Namun, penerapannya di MI masih menghadapi kendala serius berupa keterbatasan infrastruktur digital, rendahnya literasi dan kesiapan guru, serta isu etika dan nilai Islami. Berbagai model relevan, seperti ChatGPT, chatbot, Bing AI, menawarkan solusi kontekstual, tetapi efektivitasnya sangat dipengaruhi oleh desain pedagogis, dukungan institusional, dan ketersediaan sumber daya. Implikasi penggunaan AI menegaskan perlunya reformasi profesionalisme guru, kurikulum yang lebih adaptif, tata kelola data yang aman, serta pengembangan kerangka etika berbasis maqāṣid al-sharī‘ah agar selaras dengan visi pendidikan Islam. Dengan demikian, integrasi AI di MI tidak sekadar inovasi teknologis, melainkan harus diposisikan sebagai bagian dari reformasi pendidikan yang holistik, etis, dan berkelanjutan. Kajian ini berkontribusi dalam menyediakan peta literatur komprehensif serta rekomendasi praktis bagi guru, pembuat kebijakan, dan pemangku kepentingan untuk mendukung transformasi digital madrasah yang inklusif dan berkeadilan.
Manajemen Kesiapan Kepala Sekolah Terhadap Implementasi Koding dan AI sebagai Mata Pelajaran di SMP IT Al-Ghazali Palangka Raya Purnomo, Widiharto; Nugroho, Piter Joko; Huda, Imam Nur; Widodo, Petrus; Siboro, Magdalena; Pebriani, Dian
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10993

Abstract

This study aims to describe how well-prepared school principals are in managing the implementation of Artificial Intelligence (AI) and Coding policies at Al-Gazhali IT Junior High School. Using a qualitative approach, data was obtained through interviews with the principal, vice principal for curriculum, and IT teachers. The results show that readiness management is reflected in four main functions. In terms of planning, the school has prepared a strategic plan, infrastructure, and teacher training. In terms of organization, the principal has formed a special team, clearly divided tasks, and established cooperation with external parties. Learning is implemented in stages, prioritizing hands-on practice and project-based learning, with guidance and monitoring from the principal. Meanwhile, in terms of control, routine supervision and evaluation have been carried out, but they are still predominantly manual and do not fully utilize digital technology. In conclusion, the principal's readiness in implementing AI and Coding policies at SMP IT Al-Gazhali has covered four management functions. This study emphasizes the importance of visionary school leadership, infrastructure support, and a collaborative digital school culture to ensure that the implementation of AI and coding truly benefits students.
Aplikasi Almihjam sebagai Media Edukasi Titik Bekam untuk Peningkatan Literasi Kesehatan Masyarakat Bima Fitriati, Ita; Cahyadi, Anggih Tri; Suryani, Lili; Ghazali, Muhammad
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.11052

Abstract

Low health literacy impacts individuals' ability to make decisions, access services, and understand medical information. Improving health literacy is a critical priority for improving the quality of life for communities, including in Bima Regency-NTB. However, health literacy studies are still limited, both in the development of measurement tools and educational media, necessitating innovations tailored to local needs. This research responds to this situation by developing the Almihjam application, a digital educational media for cupping therapy, as cupping is a popular traditional treatment in Bima. The research objective is to produce a valid, effective, and publicly accepted cupping education application, thereby improving health literacy and encouraging safe cupping practices in accordance with local medical and cultural principles. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation). Expert validation results showed a feasibility score of 78.5%, indicating the application is feasible. Health literacy data shows that the community has positive knowledge and attitudes toward cupping, although its practice is still limited. User response has been very high, with average ratings of satisfaction, content clarity, and feature usefulness above 95%. Thus, the Almihjam app has the potential to be an effective digital innovation for improving health literacy among the Bima community.