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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
Aplikasi Media Pembelajaran Aksara Jawa untuk Siswa Sekolah Dasar menggunakan Augmented Reality berbasis Android Echa Jessica Putri; Sutarman Sutarman; Saucha Diwandari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23201

Abstract

Javanese script is one of the local learning materials for Javanese that has been taught since elementary school. The characters are difficult for students because they are rarely used in everyday activities. The growing development of learning media technology can be utilized to attract students' attention and make learning activities easier. One example is the use of augmented reality technology. The purpose of this study is to develop a learning medium that can make it easier for students to learn Javanese characters. Methods used in research to develop these applications are waterfall models, which include need analysis, data collection, system design, implementation, and testing. Literature studies and interviews are used for data collection. In this study, it can be seen that the application has been successfully created and developed. Based on system testing using black-box testing, the features of the application ran according to plan and obtained 91.85% of the feasibility test results using the Likert-scale test criteria, which meant that the application was worthy of use.
Pengenalan Sayur dan Buah untuk Anak Autis berbasis Multimedia Augmented Reality Sri Lestari; Sutarman Sutarman; Saucha Diwandari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23219

Abstract

Autism is a neurobiological developmental disorder that affects the social, communication, and interaction abilities of children. Difficulty accepting and interacting with healthy foods, such as vegetables and fruits, is a common challenge for children with autism. To address this challenge, researchers propose the use of augmented reality (AR) technology as an interactive and enjoyable method to introduce vegetables and fruits to children with autism. This study aims to investigate the effectiveness of using AR in increasing the interest and acceptance of vegetables and fruits in children with autism by suggesting the use of augmented reality technology and applying the Picture Exchange Communication System (PECS) technique. The PECS method is a communication training technique that uses pictures or symbols to assist children with autism in communication. This application is designed using the Unified Modelling Language (UML) tools. Testing of this application is conducted through alpha and beta testing. The results of alpha testing using black box testing conclude that the application runs smoothly without any functionality issues. The results of beta testing, with an average of 82.50%, suggest that the use of the PECS method and AR technology can enhance communication skills and motivation in introducing vegetables and fruits and can help children with autism follow a gluten-free casein-free (GFCF) diet to reduce the symptoms experienced by children with autism. 
HiCare: Aplikasi Pengaduan Kekerasan Seksual berbasis Mobile Muhammad Rifqi Zaki Rizqullah; Wahyu Sri Utami
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23228

Abstract

The rise of sexual violence on campus has a traumatic impact on victims, so there is a need for a special platform that functions as a medium for reporting sexual violence. This research aims to build a sexual violence complaint application called HiCare for Android and iOS. The method used in developing this software is the Software Development Life Cycle (SDLC) with several stages, planning is carried out for system planning. system analysis is carried out by directly reviewing the running system and data collection is carried out through interviews and observations, system design to design use cases, activity diagrams and user interface design, implementation using Flutter in the implementation process, and testing with black box testing to test system suitability. The result of our findings is a mobile-based sexual violence complaint application called HiCare. The application can run well on the Android and iOS operating systems, as proven by black box testing.
Aplikasi Teknologi Augmented Reality untuk Media Pembelajaran Olahraga Renang Maria Lysis Sastra Kurnia Jastradaf; Yuli Asriningtias
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23234

Abstract

Swimming is a popular water sport, but the current learning process still relies on traditional printed books. To enhance the learning experience of this sport, this study aims to create and develop learning materials that use augmented reality technology. The research applies the waterfall software engineering method, which includes analysis, system design, implementation, and testing. During the analysis stage, observational data and questionnaires are collected to determine the application's scope. The system design stage includes conceptual design in the form of use cases and physical design in interface design. The design implementation phase is carried out using Unity 3D. The testing phase involves testing the feasibility of media and products using dichotomous scales and black box testing. Our research shows that augmented reality technology can be used as a tool for learning swimming sports. Our tests showed that the product feasibility is 94.7% and media feasibility is 95%. This proves that the application is highly feasible according to media experts and user respondents. The results of black box testing also show that the functionality of the system has been responsive, accurate, compatible, and successful to run all menus and features. Thus, this application can be distributed to be used as a medium for learning swimming sports.
Heroes of Diabetica: Game Pembelajaran Edukasi Diabetes untuk Anak Ahmad Fathannafi; Rahadian Kurniawan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23242

Abstract

Learning media is a tool or means used to facilitate the delivery of information, concepts, and skills in the educational process. In the healthcare industry, one prominent application of learning media is through games, especially serious games. Serious games are interactive software designed to provide education in an engaging manner that involves gaming elements. This study aims to analyze the development of a serious game called 'Heroes of Diabetica' to provide diabetes education and deliver interactive and engaging learning to children. The research method employed in this study utilizes the research and development (R&D) approach. The game development process follows the ADDIE Model, involving the stages of analysis, design, development, implementation, and evaluation. Data collection was conducted through game testing and questionnaire responses from 20 participants. The results of the study indicate that 'Heroes of Diabetica,' developed as an RPG game, effectively created a suitable educational tool for children aged 10–15 to deliver basic information about diabetes, including symptoms, definition, causes, types, management, long-term effects, and understanding the importance of the disease. User response results using the USE Questionnaire show that this game provides a better understanding of diabetes, combined with an enjoyable gaming experience for players, and the game can be played without causing difficulties for the players.
Aplikasi Mobile Augmented Reality untuk Mendukung Pengenalan Aksara Sunda Muhamad Imam Ilham; Yuli Asriningtias
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23602

Abstract

Currently, the Sundanese script is slowly being ignored by the community, especially children, because of a lack of knowledge about the recognition of the letter. This script is only taught in schools with conventional models, thus making some children feel bored and less interested in learning Sundanese script. Augmented reality (AR) technology can now be utilized in the field of education. The purpose of this study is to build an AR application of Sundanese script using the marker-based tracking method to attract the interest of the community and children in learning Sundanese script. This application is made using Unity software. This research is development research using the Software Development Life Cycle (SDLC) Waterfall model. The stages carried out are the stages of analysis, design, implementation, and finally testing. Our findings are Sundanese AR applications using the marker-based tracking method. In this application, there are features like Main, Marker, Guide, History, and Quiz. The results of black box testing show in all features are working properly. Eligibility results with questionnaire instruments obtained an average percentage of 88.9% from 182 respondents who fell into the very feasible category. So, from previous research, the application was successfully developed with the Sundanese script Ngalagena, Swara, Angka, Rarangken and the history of Sundanese script and practice questions.
E-Komik Bahasa Indonesia berbasis Android dengan Pendekatan Konstruktivisme untuk Siswa Sekolah Menengah Pertama Arifin Tahir; La Ode Muhammad Ruspan; Muhlis Tahir
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23774

Abstract

The limitations of learning media in the teaching and learning process make it difficult and difficult to create learning media and have difficulty choosing media that suits the learning conditions experienced at SMPN 5 Kendari. This research aims to develop e-comic learning media with a constructivist learning approach for students of SMP Negeri 5 Kendari class VII semester 1. Apart from that, this research also uses the SPRINT method in making e-comics with stages namely understand, diverge, decide, prototype, and at the validate stage using ISO 25010 testing on the aspects of functional suitability, performance efficiency, usability, maintainability and portability. The result of this research is an application as an e-comic based learning media for middle school students in class VII semester 1. In addition, there are test results in the form of ISO 25010 testing from media experts which are declared very feasible with a percentage of 95.26%. Then a small group trial test was also carried out which got 93.33% and a large group CBA test of 91.86%. After testing this group, the percentage of students' completeness in understanding learning outcomes using e-comics was 78.68%. Therefore, it can be concluded that e-comics developed using the SPRINT model and constructivist approach are able to increase the effectiveness of Indonesian language learning at SMP Negeri 5 Kendari class VII.
Aplikasi Pencatatan Pelanggaran Siswa melalui Whatsapp Gateway berbasis Web Afifah Nur Utami; Murti Retnowo
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23781

Abstract

In MTs Negeri 5 Klaten, recording violations committed by students is still recorded manually in a book, and reporting violations to parents is still printed on paper. For this reason, a system is needed that can assist in recording and reporting violations by building the system into a web. This study aims to build an application for recording student violations through a web-based WhatsApp gateway. The method used in this study uses prototyping. The data collection phase starts with problem identification by collecting data through observation and interviews. The prototyping phase is a temporary design of the software using context diagrams, data flow diagrams, and entity-rational diagrams. The stage of coding the system using the PHP programming language with the bootstrap framework and MySQL database. The data analysis techniques used are qualitative. Qualitative analysis in the form of data collection is conducted through observation and interviews Application testing is carried out by Blackbox testing, which aims to determine whether the functions, inputs, and outputs of the system are built by the required system specifications. The findings are in the form of a student violation recording application through the web-based WhatsApp gateway, which shows that the application is running well, is feasible to use, and can help schools convey student violation report information to parents quickly and accurately.
Optimasi Model Algoritma Klasifikasi menggunakan Metode Bagging pada Stunting Balita Gibran Nasrizal Masacgi; Muhammad Syaifur Rohman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23812

Abstract

Stunting is a serious problem for the health of toddlers, who experience malnutrition during their development. Poor nutritional intake or a lack of knowledge about nutrition can be a factor in stunting. This study aims to optimize the stunting classification algorithm in toddlers using the K-Nearest Neighbor algorithm, Support Vector Machine, and Naïve Bayes by using bagging optimization. This study uses toddler data totaling 10,000 records, 7 attributes, and 2 classes taken from Krobokan Health Center, Semarang City. Based on the findings of this study, the Bagging Method shows excellent performance with 89.77% accuracy, 95.57% precision, 85.45% recall, and a 90.27% F1-score. This shows great potential for improving the model's ability to classify data with a high degree of accuracy, completeness, and balance. The SVM model has a high recall of 80.59%, while the Naïve Bayes model gets an F1-score of 71.84%, indicating that Naïve Bayes has a good balance between precision and recall. Overall, the Bagging Model is the best choice, with far superior performance compared to other models. Based on the results obtained, the Bagging Method can predict stunting data accurately, showing a very good level of truth in stunting prediction efforts.
Pengembangan Game 3D Mobile Edukasi untuk Membantu Proses Pembelajaran Pengenalan Benda bagi Anak Tunagrahita Wenda Novayani; Heni Rachmawati; Qory Yaman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23856

Abstract

Children with intellectual disabilities take a long time to understand things and find it difficult to concentrate. Conventional learning at school has not been able to make children with intellectual disabilities focus on education, so learning objectives are not optimal. This research aims to produce educational mobile games in the form of 3D recognition of objects around the school that can help improve the learning process. The research method used is research and development (R&D), where in-game development uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research sample consisted of ten students in grades 5–6 of SD SLB Pelita Hati Pekanbaru. The research instruments are Learning Object Review Instrument (LORI) validation sheets for media and material experts and user satisfaction sheets. Media and material experts validate game feasibility testing and the analysis of the user satisfaction questionnaire. The results showed that object recognition games for children with intellectual disabilities are very valid, motivating, exciting, and increase the concentration of students with intellectual disabilities so as to improve the learning process. Thus, 3D mobile object recognition educational games can be used as an alternative learning medium for children with intellectual disabilities.

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