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Contact Name
Agariadne Dwinggo Samala
Contact Email
agariadne@ft.unp.ac.id
Phone
+6281352281993
Journal Mail Official
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Editorial Address
Faculty of Engineering, Universitas Negeri Padang Jl. Prof. Dr. Hamka Air Tawar Padang, 25132
Location
Kota padang,
Sumatera barat
INDONESIA
Jurnal Teknologi Informasi dan Pendidikan
ISSN : 20864981     EISSN : 26206390     DOI : https://doi.org/10.24036/jtip
Jurnal Teknologi Informasi dan Pendidikan (JTIP) is a scientific journal managed by Universitas Negeri Padang and in collaboration with APTEKINDO, born from 2008. JTIP publishes scientific research articles that discuss all fields of computer science and all related to computers. JTIP is published twice a year. The editorial board comes from the lecturer board in the Department of Electronics.
Articles 340 Documents
Career Exploration System (C-EXSYS) in Era Society 5.0 Based on Expert System Resmi Darni; Lativa Mursyida
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i2.491

Abstract

There are many strategies that have been launched by the government in increasing graduate marketing and reducing unemployment, but this program is only able to absorb 12% of graduates, this is still considered not optimal. In addition, each program is still separate or not integrated with one another, so that the data and information obtained are invalid, practical and effective. Based on the description above, graduate marketing problems can be classified as follows: 1) Job matching applications managed by vocational high schools are not optimal, 2) Existing applications have not been integrated with vocational high school programs that support graduate marketing, 3) Applications that support distribution programs Existing graduates have not been able to map and provide career recommendations and connect graduates with work partners. This article aims to explain the process of designing an integrated career expert system capable of recommending careers and jobs based on personality. The method used in this research is the 4D method, namely Define, Design, Development and Disseminate. The results of this study are an expert system application that is able to provide job recommendations based on six personality types focused on vocational. The results of the constructs validation test obtained a fit model where, the value of p = 0.26972 and RMSEA = 0.029, the expert validity test of the design aspects was 0.88 (Valid), Operation 0.88 (Valid), and Benefits 0.90 (Very Valid), practicality test results 0.83 (Practical).
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN KERJA BENGKEL DAN GAMBAR TEKNIK Ika Parma Dewi; Yuni Yuni Meinastria; Nizwardi Jalinus; Rijal Abdullah
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.463

Abstract

This study aims to design android-based learning media using the Mit App Inventor Web application in workshop work subjects and engineering drawings for class X industrial electronics engineering at SMA Negeri 1 West Sumatra. This type of research is using the Richey and Klein method which is the development of Desigh and Development (D&D). Richey and Klein stated a focus on design, production, and evaluation. The types of data in this study are quantitative data and qualitative data. The research instrument in the form of a questionnaire used to obtain data regarding the level of feasibility and practicality of learning media. This questionnaire was filled with two material experts, two media experts, and students' responses on a limited test basis. The results of this study are an assessment & user of the feasibility of learning media according to the two material experts using homogeneous 95.45% media experts using homogeneous 86.15% category "Very Valid". Evaluation and users according to students' responses in a limited test using homogeneity are 86.27% of the "Very Practical" category.
Pengukuran Technology Acceptance Model (Tam) Dalam Penggunaan New E-Learning Universitas Ahmad Dahlan Arum Buana; Utaminingsih Linarti
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.471

Abstract

Information and Communication Technology (ICT) growth triggers various educational institutions, especially universities, to use technology in their learning. The learning model with ICT is known as e-learning which is designed using a Learning Management System (LMS). Ahmad Dahlan University (UAD) has been using e-learning since 2009. Currently, an e-learning system is very much needed in the online learning process. The UAD e-learning development team developed a new e-learning system to overcome distance education during the pandemic. This study was carried out to measure TAM in the use of UAD's new e-learning. The factors used are based on previous research using two primary factors from TAM, namely perceived usefulness and perceived ease of use by adding other aspects (1) instructor characteristic, (2) habit, (3) computer self-efficacy, and (4) system quality. The number of samples was determined using the slovin method with the results of 86 people, and the technique of deciding respondents was using purposive sampling. The data processing method in this study was carried out using the SPSS 20 application. The analysis results showed that habit, computer self-efficacy, system quality, and perceived ease of use significantly correlated with perceived usefulness. In contrast, instructor characteristics had no significant relationship with perceived usefulness. The immense contribution of the influence of instructor characteristic and habit factors on perceived usefulness simultaneously is 45.8%, for computer self-efficacy and system quality factors on perceived ease of use are 41.3% and for perceived ease of use factors on perceived usefulness is other variables influence 33, 2% and the rest.
Buku Visual Sebagai Media Pembelajaran Mata Kuliah Agama Islam untuk Mahasiswa Politeknik Elektronika Negeri Surabaya (PENS) Citra Devi Murdaningtyas; Anggun Hapsari; Imamul Arifin
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i2.473

Abstract

The Islamic Religious Education course, which is then abbreviated as PAI, is a compulsory subject for Muslim students that must be implemented in every university in Indonesia. This is stated in Law No. 12 of 2012 Article 35 Paragraph 3 concerning Higher Education. In its implementation, Politeknik Elektronika Negeri Surabaya (PENS) has given these courses to students. This course aims to shape students into human beings who believe and fear Allah SWT. and have noble character. On the other hand, an understanding of the subject matter of PAI is very important in order to realize this main goal. Based on the results of research entitled Questionnaire for Islamic Religious Education Courses at PENS, it was stated that 75% of the 40 respondents found it difficult to learn and understand some chapters due to the lack of visualization of the material and too many terms that were difficult to understand or memorize. Another problem found through this research is that the intensity of respondents' reading activities is still relatively low. Therefore, this research is expected to be able to increase understanding related to PAI courses through reading activities for PENS students by contributing in the form of making visual books as interesting PAI learning medium.
PERANCANGAN CLOUDSTORAGE KEGIATAN KEHUMASAN PADA BIRO HUMAS, PROMOSI DAN PROTOKOL PADA BP BATAM Afrina Afrina; Novi Hendri Adi
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.492

Abstract

The role of PR has a big role in recording the development and journey of the Batam Concession Agency (BP) from time to time. The importance of documentation activities defines documentation as the activity or process of providing documents using accurate evidence based on recording various sources of information. So that users do not have to look for storage media from year to year by coming directly to the office, but simply by accessing the Batam Concession Agency (BP) public relations activity documentation website easily and does not take a long time. The design method used in designing this documentation will use the MDLC (Multimedia Development Life Cycle) design method with the stages of planning, analysis, design, implementation and UML modeling
Educational Game Development Based on Role Play Games for Students with Special Needs Retno Purwani Sari; Iqbal Yusuf Fadillah; Riki Buldan Al Hariri; Muhammad Indra Habibi; Raiswati Untsa Mega
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.445

Abstract

The study aims to develop an educational game that can support students with special needs to learn and be experienced in life. The selection of the type of Role Play Game is expected to attract these students to participate in the learning process. To create fun learning, the Role Play Game itself provides animations, interactions, and challenges. This study applied the Luther-Sutopo method for game developments. Using this method, the developments cover game interfaces and gameplay. The results highlight interfaces and gameplay enhance game performances. They offer these students minimal difficulties in working on tasks. Therefore, this interactive and motivating game may stimulate them to learn independently. In response to current special education challenges, this educational game development has answered the demand for providing relevant learning technology for students with special needs. The gameplay of this Role-Playing Game initiates the students to learn and achieve daily living skills namely decision-making and problem solving. As one of the basic priorities of democratic societies, the principle of equal education and life opportunities operates through the use of the educational game as a learning-teaching method. This educational game development based on Role-Playing Game itself may better serve students with special needs to have better education and better life opportunities.
Sistem Informasi Pembelian dan Penjualan Obat di Apotek Berbasis Website R Fenny Syafariani; Dicky Ginanjar; Euis Neni Hayati
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.448

Abstract

Pharmacy is a company that engages in the field of drug supply. In general, the system that runs at the pharmacy is still performed manually, starting from recording transactions, stocks checking, drug stocks data processing and recording, transaction calculation process, and the process of making reports. The fact that these processes were done manually makes the process to be not optimal. The purpose of this research is to determine the problems faced by the current system and propose a system design. Then, test the system and finally implement the information system on drug purchases and sales at the pharmacy. The method used a structured development method as well as the Waterfall method as a software development method. The results of this study present a drug purchase information system at a pharmacy to help facilitate the sale and purchase of goods from the pharmacy to the customer and supplier. With a drug purchase information system, pharmacies can minimize transactions that are done manually so that they can be upgraded to be computerized. By implementing the information system on drug purchases and sales at the pharmacy, it is expected to be able to overcome the problems faced by the current system at the pharmacy in order to be able to maximize the transaction process and to increase revenue from the pharmacy
Pengembangan Aplikasi Pembelajaran Multimedia Menstruasi dan Permasalahannya Bagi Wanita Muslimah Berbasis Mobile Iskandar Ikbal; Latifah Nurdiana; Senny Luckyardi; Agis Abhi Rafdhi
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.449

Abstract

In the current millennial era, the acceleration of advances in technology and information affects the movement of human life, including women in all their dynamics. But despite all that, women cannot escape their nature that they will always experience menstrual or usually called Haid, which usually comes from a monthly cycle. Even though it has become a common thing, menstrual still leaves a question for some women, especially Muslim women. The goal is to help Muslim women understand and become their guide regarding menstrual and its issues such as Nifas and Istihadhah. The method used for the development of menstrual multimedia learning application and its issues for Muslim women on mobile-based is to use two approaches, the first is data collection stage consisting of literature studies, observation, interviews, and the second is the application engineering stage using the Waterfall models. The results showed that are two, the first alpha testing that the development of this application has been running as expected both in terms of validation and error handling processes and secondly beta testing that the development of this application is the objectives, easy to use or user friendly, useful and can be an alternative medium in menstrual learning. So can be the conclusion, this application helps Muslim women to learn menstrual in Islamic manner and can be used anywhere and anytime
Visual Communication in the Design of the "Fathiyah" Application as a Learning Media for Hijaiyah Letters in the COVID-19 Period Vernanda Em Afdhal; Wulandari Wulandari; Widia Marta
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.538

Abstract

The development of scientific technology is increasingly experiencing very rapid changes, especially in gadget technology. Learning media has undergone many transformations and has become a tool in the success of the teaching and learning process. Meanwhile interactive multimedia is a media that combines audio, video, illustration, animation and text that is packaged interactively and integrated. Hijaiyah letters are letters found in the Koran and become a script system in the Arabic alphabet or alphabet. Referring to the needs in the world of education, media development is significantly relevant to the era of the digital world. Moreover, the lack of face-to-face contact in the era of the COVID-19 pandemic is one of the reasons for the reduced interaction in education. The existence of the "Fathiyah" application can be an alternative learning media in learning and understanding hijaiyah letters during the pandemic. The purpose of this research is to design visual communication media in the form of applications to be problem solving for learning media about hijaiyah letters during the covid-19 pandemic. The method in application design adapts the waterfall method which departs from the design construction process starting from needs analysis to the maintenance stage. The results of the maintenance of the waterfall method can be updated regularly in accordance with the development of learning methods. For data analysis, the SWOT analysis method will be used. From the design of this learning media, it produces an application in which there is a form of visual communication that is used as a learning tool and as a strategy in promoting the "fathiyah" application brand. In addition to Android-based applications, visual communication is also applied as a form of brand building process or supporting media such as express books, folding tables, web banners, x-banners, motion graphics, t-shirts, posters, stickers, keychan and CDs.
Design of Teaching Materials Programming Basic C ++ Based on Sigil Software Learning Media Rizky Amaliah; Sri Ilyen
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 3 (2021): Jurnal Teknologi Informasi dan Pendidikan (Special Issue)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i3.387

Abstract

This study examined the creation of C ++ programming learning media using Sigil software. The reason for this research is as one of the conditions for ICT-based learning design courses. The purpose of this study is to produce an interactive learning media Electronic Publication (Epub) using SIGIL software. The media creation process is designed using the waterfall model software design method, including: design, architectural design and interface, coding / programming, and testing. The Sigil software-based learning media consists of a table of contents, subject matter, quizzes or exercises, quiz scores or exercises. The feasibility test on the results of the development and making process material for Programming Language C ++ Software Sigil is done using a Black-box testing testing. The results of these tests are the basic programming learning media C ++ based on Sigil software running well as the navigation-navigation function in each page, no error in the basic programming learning media C ++-based Sigil software has run according to the expected goal.

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