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INDONESIA
EDUMATIC: Jurnal Pendidikan Informatika
Published by Universitas Hamzanwadi
ISSN : -     EISSN : 25497472     DOI : 10.29408
Core Subject : Science, Education,
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.
Arjuna Subject : -
Articles 439 Documents
Evaluasi Hasil Pembelajaran Ejaan Bahasa Indonesia Sesuai EYD dan KBBI dengan Adopsi Teknologi Chanifah Indah Ratnasari; Siti Latifah Mubasiroh
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6 No 2 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i2.6714

Abstract

The average writing ability of SMPN 1 Yogyakarta students needs to be improved in terms of the Enhanced Spelling of the Indonesian Language (Indonesian: Ejaan Bahasa Indonesia yang Disempurnakan, EYD) and the Kamus Besar Bahasa Indonesia (KBBI). Therefore, the learning process is carried out with a practical approach using technology adoption (the cek-ejaan.com system and teaching videos). The purpose of this study is to evaluate the learning outcomes of Indonesian spelling according to EYD and KBBI with the adoption of technology, so that it can be determined whether the use of technology helps students improve their abilities. The subjects of this study were eighth-grade students at SMPN 1 Yogyakarta. This study is both qualitative (essay analysis) and quantitative. The data collected is in the form of pretest and posttest answers submitted by students via Google Forms. The pretest and posttest data were corrected, processed, analyzed, and visualized. The results showed that at all stages, the majority of students improved their scores (pretest < posttest), and the average posttest score was higher than the pretest average score. Therefore, it can be concluded that there is an increase in students' abilities after the learning process (even though it is fully online), and technology adoption plays an important role in this process.
Sistem Informasi Feeder Data Kependudukan berbasis Mobile Irvan Yohanes Lim; Emirensiana Eba; Alija Remigis Bere; Maria Putu Sugiati Keraf; Kristian Karpus Paulino; Emanuel Fernandez; Paskalis Andrianus Nani
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.12306

Abstract

The uneven internet network in East Nusa Tenggara Province has resulted in a web-based population administration system application becoming less effective in the process of directly filling in population data in people's homes. The purpose of this research is to develop a system that can fill in population data offline and synchronize it with the server periodically. The method used in the development process of this system is extreme programming, with stages consisting of planning, design, coding, and testing. In the planning stage, interviews are conducted to gather user stories. Prioritization of user stories is arranged in the design stage. In addition, the system architecture design is also created at this stage. In the coding stage, the application is developed, and unit tests are made to reduce defects in the application. In the testing stage, a synchronization simulation is performed between the application and the server using dummy data up to 5000 records per transaction. The results of this study show that the application can fill in data offline and synchronize data with the server with a success rate of 100%. This mobile-based population data feeder application can assist local and provincial governments in obtaining valid information about the population in their areas, thus becoming a decision-support tool for various things, including social assistance and temporary voter list data for the upcoming regional, legislative, and presidential elections.
Media Pembelajaran Huruf Hijaiyah untuk Siswa Sekolah Dasar berbasis Augmented Reality Novandaru Achnivandra Dwi Fortuna; Hardika Dwi Hermawan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13373

Abstract

The ability of grade 1 students of SD N Ponowaren 02 to recognize and memorize hijaiyah letters that are still lacking needs to be improved. Today's technology can be utilized as a learning media by using smartphones. Especially in the world of education, the use of this technology can facilitate both teachers and students in an innovative, creative, and educational learning process. The purpose of this research is to develop teaching materials that encourage and increase children's interest in learning Hijaiyah letters by utilizing augmented reality technology. In this study using the Research and Development approach method. The method is used to produce certain products and test the effectiveness of the product, then for the product development model using the Multimedia Development Life Cycle, which includes concept, design, material collection, manufacturing process, testing, and product distribution. Observation and questionnaires are used for the data collection process. This research shows how augmented reality technology combined with educational games can improve children's learning efficiency in learning hijiayah letters. Based on the research of learning media game Bijaya (Belajar huruf hijaiyah) shows that the feasibility of media obtains results above 90%. Based on the Likert scale test criteria, this shows that the Bijaya application learning media is very feasible to be developed and utilized.
Sistem Pendukung Metode Pembelajaran Self Paced Learning bagi Mahasiswa di dalam Kelas berbasis Web Nur Azizah; Haning Galih Rani Kumbara; Probo Krishnacahya; Laura Mahendratta Tjahjono
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.8317

Abstract

Currently Moodle is being used in the classroom learning process for web development courses at Universitas Ciputra by applying the self-paced learning method, but it is not optimal. Moodle features do not limit access to learning materials, so that the learning process in class is not based on actual student understanding and does not follow each student's learning pace. The purpose of this study is to determine the effectiveness of implementing self-paced learning methods in the classroom through the design of a web-based support system. This study uses a quantitative method with the SDLC model consisting of data collection, design, implementation, and system testing with Black Box. The data collection technique uses a questionnaire created with Google Form. At the design stage, the design is carried out on use case diagrams, entity relationship diagrams, and interfaces. The findings from this study are a web-based system to support students in applying self-paced learning methods in class. The test results show that all system functionality works well. This system makes the learning process in the classroom with self-paced learning more effective and helps students understand learning material well and is very effective in facilitating access to communication between students and teachers.
Analisis Principal Component Analysis (PCA) dalam Penentuan Faktor Kepuasan Pengunjung terhadap Layanan Perpustakaan Digilib Sudianto Manullang; Dita Aryani; Hanifah Rusydah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.14839

Abstract

Maximum management of the library, especially improving services to users is a must that needs to be evaluated by the library manager. Visitor satisfaction is difficult to measure because it relates to the high and low expectations of visitors to the service they want. The purpose of this study is to investigate the most important factors or components in aspects of visitor satisfaction. So that it can increase satisfaction appropriately so that the library can carry out the right strategy to maintain and provide the best quality service. The subjects of this study were students with 2019 – 2022 status. 120 samples were taken using a random sampling technique. The collected data will be analyzed using the Principal Component Analysis (PCA) method. The PCA analysis process was carried out in several stages, namely the Bartlett's test, testing the KMO value, testing the correlation matrix, PCA analysis, and interpreting the PCA results. Findings from PCA analysis by reducing 12 correlated variables into 2 factors, namely reference services and facilities and infrastructure. The results of this study indicate that the facilities and infrastructure factor have a greater cumulative percentage of variance compared to the reference service factor, which is equal to 51,387%.
MOORA: Metode Sistem Pendukung Keputusan untuk Menentukan Kelayakan Peminjaman Modal Dana Bergulir Evi Surya Ningsih; Havid Syafwan; Mhd Ihsan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.12405

Abstract

Koperasi Doni Jaya is one of the savings and loan cooperatives that provides solutions in assisting the provision and for various needs in a fast and easy loan process. However, the loan process takes a long time and must also determine the customer who is eligible to be given the capital loan. The model used to build this system is waterfall with stages of analysis, design, build & testing, and implementation. This research was carried out at the Koperasi Doni Jaya at the Asahan District Education Office. The Analysis phase is carried out to obtain the needs of the system that we developed with the MOORA method. The design phase is carried out to determine the interface design, and flowcharts on this system. Furthermore, the coding and testing stages are carried out to create a system and test using blackbox. Our findings are in the form of a decision support system to determine the feasibility of revolving fund capital lending. The test results show that this system is already running well, and is in accordance with the design, as well as the model applied. With this system, it can help this cooperatives determining eligible and uneligible customers to be given revolving fund capital loans.
Klasifikasi Daun Herbal Menggunakan K-Nearest Neighbor dan Support Vector Machine dengan Fitur Fourier Descriptor Putri Regina Prayoga; Purnawansyah Purnawansyah; Tasrif Hasanuddin; Herdianti Darwis
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.17521

Abstract

Indonesia is a rich country in herbal plants that can be used as traditional medicine. Leaves are one of the main components of herbal plants that are difficult to distinguish in texture and shape. This study aims to classify two types of herbal leaves, namely Sauropus androgynus and Moringa leaves using the K-nearest neighbor (KNN) and Support vector machine (SVM) with fourier descriptor (FD) feature extraction on texture and shape features. The research uses primary data collected through a smartphone camera as much as 480 image data with light and dark scenarios which are then divided into 80:20 training and testing data. Based on the research that has been done, it is found that the KNN for light scenario data and dark scenarios get 92% and 94% accuracy respectively. The test results using SVM with FD feature extraction obtain an accuracy of 96% for light and dark scenarios. Thus, SVM is more recommended in the classification of herbal leaf images.
Aplikasi Pendukung Keputusan dalam Mengukur Tingkat Kepuasan Pelayanan Publik menggunakan Metode MFEP Pritty Noviana Sari; William Ramdhan; Abdul Karim Syahputra
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.12448

Abstract

Services that are said to be excellent are services provided by public service providers, namely the government in an effort to meet the needs of people who receive services and are carried out in accordance with the law. The low quality of services provided to the community certainly has an impact on decreasing public trust in the government. The purpose of this study is to build a decision support system using the Multi Factor Evaluation Process (MFEP) method to measure the level of public service satisfaction in the range sub-district area. In building this system, we apply the waterfall model with stages of analysis, design, implementation, and testing. Analysis is carried out to collect the needs in building this system and analysis using the MFEP method. The criteria used to measure service satisfaction are five criteria, namely certainty of time, comfort, loyalty, responsibility, and task completion. The design of the system we built, consists of use case diagrams and flowcharts. At the implementation stage, a system is made using the web-based MFEP method. Meanwhile, testing on this system uses a black-box to see the functionality of the product. Our findings are in the form of a system that can provide decisions to determine the level of public satisfaction. The results of the analysis showed that the service section was selected as an assessment of the level of public satisfaction with a value of 3,766. In addition, the results of black-box testing show that this system is functioning properly without any errors. 
Media Pembelajaran Perilaku Hidup Bersih dan Sehat menggunakan Metode Gamifikasi berbasis Website Elizabeth Christina; Merlinda Wibowo
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.17463

Abstract

Students have difficulty in understanding the learning of clean and healthy lifestyle behavior (PHBS) using the lecture method because it is considered boring and less interactive. They also hesitate to ask questions when they don't understand the material. This research aims to create Learning Media for clean and healthy lifestyle behavior using a website-based gamification method, in order to increase student learning motivation by providing interactive learning media and evaluating the feasibility and usefulness of learning media. The research used a Research and Development approach with the ADDIE model, and data collection techniques through observation. This research involved 1 media expert, 2 material experts, teachers, and 30 respondents of 4th and 5th grade students at SD Negeri 3 Purwokerto Kulon as research subjects. Usability evaluation is carried out using the SUS (System usability scale) method. The result of this research is PHBS learning media using website-based gamification method, consisting of 10 pages. Based on the Validation Test by media experts getting a final score of 88.88%, material experts getting a final score of 82.77% and usability evaluation of website-based PHBS learning media by 30 respondents, resulting in a final score of 78.41. Based on the results of the validation and evaluation tests that have been carried out, it can be concluded that this learning media is suitable for use and falls into the acceptable category.
Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android David David; Gusrio Tendra; Wilda Susanti; Gusrianty Gusrianty; Dwi Oktarina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13000

Abstract

Chemistry is a relatively new material for Xth grade high school students, but many high school students still do not understand the basic concepts of chemistry and the lack of use of technology. The purpose of this research is to design and build learning media to make it easier for students to get to know chemistry using the Android platform. The method used in building this application is the SDLC (System Development Life Cycle) method, which starts by collecting data for system testing. Data collection was carried out around the Kalam Kudus Christian High School school environment in Pekanbaru with 40 students as research subjects. The system design is designed so that every high school student can use the application independently using a personal account. The tests used are black box testing and mean opinion score (MOS) testing. The result of black box testing is that the display or menu can run smoothly. while for MOS results, around 95% state that the application that was built gets very decent results from high school students. So that this application is used in accordance with the needs of high school students in helping to recognize basic chemical concepts.

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