EDUMATIC: Jurnal Pendidikan Informatika
EDUMATIC: Jurnal Pendidikan Informatika (e-ISSN: 2549-7472) adalah jurnal ilmiah bidang pendidikan informatika yang diterbitkan oleh Universitas Hamzanwadi dua kali setahun yaitu pada bulan Juni dan Desember. Adapun fokus dan skup jurnal ini adalah (1) Komputer dan Informatika dalam Pendidikan; (2) Model Pembelajaran dan Model TIK; (3) Pengembangan Media Pembelajaran Berbasis Teknologi Informatika; (4) Interaksi Manusia dan Komputer; (5) Sistem Informasi dan Teknologi Informasi.
Articles
439 Documents
Aplikasi E-Kafe Green Market Padang Berbasis Web
Zainul Efendy;
Mia Nurhayati Idris
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i2.3988
Transaction and promotion processes are very important in a trading activity, so it takes a system or application to manage the process to be more efficient. This research aims to produce an application that can provide transaction and promotion service solutions in Padang green market cafes. Application development methods use prototypes with problem analysis stages, creating application design models and testing. Hierarchy input process output (HIPO) is a diagram that is a design application that has been created starting from data entry, data process, and reports. Entity Relationship Diagram (ERD) and Context Diagram (CD) are to model data structures and relationships between data. Furthermore, this system evalusion is tested using blackbox testing that serves to find out how far the component components or modules on the system are working. The results of this research are in the form of applications or information systems to facilitate the transaction process at Kafe Green Market Padang. The system consists of the main page, login page, data entry menu, transaction menu, and payment confirmation menu. The evaluation results show that the system is already running well, because every component of the system when used there is no error. So that this system can be used and utilized by users.
Pengembangan Media Pembelajaran CD Tutorial Interaktif Pada Mata Pelajaran Simulasi Digital
Baiq Hartina Maisiswati;
Kholida Ismatulloh;
Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i2.923
The purpose of this study is (1) to determine the development of instructional CD learning media on digital simulation subjects in class X at 1 Sakra Vocational High School; (2) to find out the feasibility of media experts and material experts on learning CD tutorial media products; (3) to find out the students' response to the development of tutorial CD learning media on digital simulation subjects in class X at Sakra Vocational High School 1. This type of research uses R D (Reseach and Development) development methods. The subjects of this study were class X TKJ as many as 20 students. Data collection in the form of interviews, questionnaires, and observations. Data analysis techniques use quantitative and qualitative data. The results showed that the learning media tutorial CD developed was very valid for use in the learning process. From the media expert validation for the media, the tutorial CD was declared to be very feasible because it had an average percentage of 92%, while the validation of material experts had an average percentage of 91%, and for students' responses it was said to be very good because it had an average percentage of 90%, so that it can be said that the Tutorial CD learning media is effectively used in the learning process at SMK 1 Sakra
Perancangan E-Commerce Sebagai Media Pemasaran Kerajian Bambu
F. Lia Dwi Cahyanti;
Fajar Sarasati;
Widiastuti Widiastuti;
Elly Firasari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 1 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i1.3275
At this time progress economic in Indonesia is very rapidly, This is evidenced by the emergence of many newly pioneered business fields one of which is a company engaged in marketing. Each Company makes various efforts to keep the company be growing. UKM Kerajinan Bambu Brajan in Sleman Yogyakarta has a problem's promotion activities and product sales that are still traditional and manual. The purpose of this study is to design e-commerce as a traffic bamboo handicrafts on UKM in Brajan village. With the creation of the e-commerce website as the marketing of products is expected to help traffic the product so that it can be widely known to the public. The waterfall model is what is used to design this product in systematic steps. This study produces a ecommerce website that has been tested for its feasibility using the black box testing method. This Website provides information to consumers about the products in UKM Kerajinan Bambu Brajan, as well as provides a facility of the UKM in the process of selling and marketing products.
Implementasi Sistem Pengaturan Suhu Ruang Server Menggunakan Sensor DHT11 dan Sensor PIR Berbasis Mikrokontroler
Gunawan Gunawan;
Titin Fatimah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i1.2165
Temperature setting system is a very important system in the server room. Server room that has a high temperature, and humidity will be influencing the performance of the network device that causes a network device broke easily. And then, if the light in server room is continuously lit, it will cause the increase of room's temperature and waste electricity that impact on intensify electricity bill. Therefore, it needs a system that can protect devices, which saved in the server room, also can manage the server room. For resolving those problems, developed a tool that aims to control the temperature and the light in server room automatically monitoring the temperature and humidity. This system development method uses a prototype method that starts with interviewing IT staff directly, make and repair the prototype and IT staff, test and trying the prototype. Testing was done by using black box method testing. The test result obtained that DHT11 sensor can detect the temperature and humidity, IR Transmitter can control the Air Conditioner (AC), Passive InfraRed sensor can detect the movement and NodeMCU microcontroller can manage the tool, also send and save the temperature data and humidity in the database. The conclusion is system can control the temperature and monitoring the server room well and can control the light automatically.
Pengembangan Media Pembelajaran Yang Praktis dan Efektif Menggunakan Moodle Untuk Sekolah Menengah Kejuruan
Risdal Yosli;
Hasan Maksum
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i2.4132
The method of delivering learning by orally as well as giving a note in the form of copy or note, is less successful in time and is not maximally obtained by a student. The purpose of this research is to produce practical and effective learning media used by teacher and student at vocational high school. Web-based learning media using model 3.11.3+, which is applied to the domain and hosting. The type of this research is RD (research development), and the product development models are 4D; define, design, develop and disseminate. The instruments used are questionnaire, material, practically and English questions. The subjects of research are teacher and student of SMK Pratama Padang. Data analysis techniques are product validity testing, practical analysis technique and product effectiveness analysis technique. The levels of practicality of the product are 85 (teacher’s respondent) in the practical category and 81.99 (student’s respondent) in the very practical category. The level of product effectiveness based on the gain score reached 0.45, in the medium category.
A Need Analysis of Blended Learning Model for Deaf Students in Higher Education
Iga Setia Utami;
Setia Budi;
Nurhastuti Nurhastuti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i2.2649
Student diversity is one of the demographic advantages of education. One type of diversity is the registration in higher education students with special needs. For this purpose, teachers as educators are expected to be able to provide all students with adaptive teaching. Although the number of students with special needs is still a minority, educators still need to provide full education for them. Appropriate teaching can be achieved with the use of information technology, in particular the Internet. The use of the Internet as a support for classroom activities can be realized in a blended learning model. However, for each model to be used, an analysis study needs to be performed in order to have optimum results. The purpose of this study is to recognize needs and to obtain information on a blended learning model for deaf students in higher education. Needs analysis is carried out by means of a survey approach using a questionnaire provided to deaf students. The data were analyzed descriptively. The results have shown that deaf students meet the criteria for the development of a mixed learning model. Based on the study, it was concluded that the blended learning model can be applied to deaf students.
Analisis Bukti Serangan Address Resolution Protocol Spoofing menggunakan Metode National Institute of Standard Technology
Imam Riadi;
Abdul Fadlil;
Muhammad Nasir Hafizh
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i1.2046
This research intends to find information about evidence of Address Resolution Protocol (ARP) Spoofing attacks that is the MAC address of the attacker and victim also the time of the attack. This research uses Wireshark tools to inspect network traffic, especially on the ARP protocol. It uses the National Institute of Technology Technology (NIST) method as a framework in the simulation process to produce evidence reports. ARP Spoofing attacks can lead to other attacks, such as Denial of Service and Man in the Middle Attack, this attack allows users not to be able to access the network and data theft. During the simulation stage, 2 ARP Spoofing attacks are carried out on 1 laptop and 1 router connected to the network. The results of the attack simulation found 2 attacks and obtained information about the MAC address of the attacker and victim and also the time of the attack. Based on the results of tests carried, successfully found all ARP Spoofing attacks that occur on the network with a success rate of 100%
Pengembangan Mobile Learning Berbasis Android Pada Mata Pelajaran Jaringan Dasar
Nurul Aini;
Rasyid Hardi Wirasasmita;
Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i1.921
The purpose of this study is to find out (1) the development of Android-based m-learning on basic network subjects, (2) the feasibility of developed learning media, (3) Knowing students' responses to Android-based m-learning. The research method used is the Research and Development (R D) method. The type of research used is qualitative data and quantitative data. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the Android-based learning media developed was very feasible to be used in the learning process. From media feasibility media experts obtain a percentage of feasibility of 95% with very feasible criteria. Meanwhile, the material feasibility experts obtained a percentage of feasibility of 88% with very feasible criteria. From the students' response the media's feasibility in product trials obtained a percentage of student response values by 80% with very high criteria. Thus this Android-based m-learning is suitable to be used as a learning media for students of class X majoring in computer engineering and networking on basic network material.
Implementation and Evaluation of User Experience on Mobile Augmented Reality Technology-Based Brochure Applications
Aulia Akhrian Syahidi;
Arifin Noor Asyikin;
Rahimatus Sania;
Subandi Subandi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i2.3404
Along with the spread of the COVID-19 virus which has an impact on new student admissions at various universities in Indonesia. This impact was also felt at the Politeknik Negeri Banjarmasin (POLIBAN) with the decline in the number of registrants and the public's interest in continuing higher education. So we need a promotion that is not monotonous and must be innovative. Various kinds of technology have been created to support and facilitate all activities in various fields, one of which is in the field of promotional media. Promotion is very important for a university to offer or show the facilities and infrastructure contained in the university and show its quality. The purpose of this study is to implement mobile augmented reality technology as a POLIBAN promotional media solution and evaluate the user experience of the application. The research method used is the Extreme Programming (XP) development method and a technique for evaluating user experience using the User Experience Questionnaire (UEQ). The results of the research conducted based on the results of the implementation stated that functionally all the features offered by the application can function properly and the results of the evaluation of user experience as a non-functional assessment of 50 respondents with an average value of 2.87 with an excellent predicate.
Pembangunan Aplikasi Wakaf Indonesia Berbasis Blockchain
Sarah Suryaningsih;
Yoga Afrizal Riandika;
Arifa Nur Hasanah;
Sigit Anggraito
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i2.2402
Waqf has an important role in one aspect of Islamic in the economic sector. For document and evidence, waqf noted by nazir (receiver, guard, who maintains waqf) with paper and receipt. That is very vulnerable to losing waqf data which is because it is only documented by paper which is easy to lose or damaged. Based on that problem, then the waqf application based blockchain technology was developed which Aims to securing record data of waqf transaction so as not to be lost or hacked by irresponsible people, other than that for increase effectiveness in executing waqf transaction from wakif (a person who donates his property) side and nazhir (receiver, guard, who maintains waqf) side. The data collection methods used in this article are questionnaires and also interviews. This article confirms that waqf could be stored even better in security effort and saving data which is done digitally via website and android application. The results of the research which got a total result 95% with very feasible criteria, therefore the result of this research from this application have a very feasible score to be implemented for available waqf transaction because it has given more secure and effectiveness for the user.